Find Familiar | Homebrew Directory
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1st-Level Conjuration (Ritual)
Casting Time: 1 hour
Range: 10 feet
Components: VSM($) (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. With your DM's permission, you may choose other Tiny creatures of CR 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is an aberration, celestial, elemental, fey, fiend, or undead (your choice) instead of a beast.
You can use this spell to form a contract with other creatures not found in this list, such as imps, quasits, pseudodragons, or tressyms. These creatures use the same rules, but are subject to the Companions section of the Resurrection rules.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a bonus action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Combat. Your familiar is friendly to you and your allies and acts independently of you, but it always obeys your commands. In combat, the creature shares your initiative count, but takes its turn immediately after your. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
At Higher Levels. When you cast this spell at 2nd level or higher while you already have a familiar, you may do so without material components to empower your familiar to engage in battle. For the next hour, your familiar gains the following benefits:
Battle Familiar. Your familiar becomes Medium sized, its Strength, Dexterity, and Constitution scores become 16, all of its speeds increase by 10 feet, and it gains a bonus to its armor class equal to the spell's level. It also gains Temporary Hit Points equal to 30 + 5 times the spell's level. The spell ends early if it loses these temporary hit points, and any remaining temporary hit points are lost when the spell ends. Regardless of how the spell ends, you can choose to have your familiar disappear into its pocket dimension safely.
Attacks. Your familiar can take the attack action. When it does, it uses your Spell Attack Bonus to make its attack rolls, and deals 1d6 + 3 + the spell's level damage of the same type as the stat block, and it can make of attacks equal to one third of this spell's level (rounded up)
Combat Evolution. Choose Hunter, Skirmisher, or Stalker; for the duration of the spell, your familiar gains benefits based on the form selected
- Hunter. The familiar has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
- Skirmisher. The familiar doesn't provoke Opportunity Attacks when it moves out of an enemy's reach.
- Stalker. The familiar takes the Dash, Disengage, or Hide actions as a bonus action on its turn.
Source: PHB 240, SRD
Changelog
- Folded Battle Familiar into it with changes, made them act on your initiative. Also a bonus action to see through its eyes.
- Added additional creature types the familiar can be.
- Added note about how the spell can be used to create a familiar bond with creatures outside the normal list.
Categories: 1st Level Spells | Arcane Warrior | Conjuration | Material | Rituals | Somatic | Verbal | Wizard
