10 gp worth of: Charcoal, Incense, and Herbs consumed by fire in a brass brazier
Summon (dimensional pocket)
Owner's ACTION
Appears in an unoccupied space within 30 ft.
Dismiss (dimensional pocket)
Owner's ACTION
Immediately disappears into a dimensional pocket
Drops all items it was carrying
Drops all items it was wearing
Turn
Familiar acts independently of you
It always obeys your commands
Rolls its own initiative (acts on its own turn)
Telepathic Communication
Owner & Familiar within 100 ft*
Owner can communicate with it telepathically
Familiar can NOT communicate back (if Familiar does not share a language)
*EXCEPT if Voice of the Chain Master: No range limitation, as long as you are on the same plane of existence
Telepathic Senses
Owner & Familiar within 100 ft*
Owner's ACTION
You can see through your familiar's eyes and hear what it hears (until the start of your NEXT turn)
You gain the benefits of any special senses that the familiar has
You can NOT speak through the Familiar*
Your body is deaf and blind
*EXCEPT if Voice of the Chain Master: No range limitation, as long as you are on the same plane of existence
You can speak through your familiar in your own voice, even if the familiar is normally incapable of speech
Action-General
Owner's command
Familiar's ACTION
Dash You gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Disengage Your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge You focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
Help (ability) The creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. (Typically requires PROFICIENCY in the ability check to assist someone)
Help (combat) Attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Hide You make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding.
Ready Decide what perceivable circumstance will trigger your reaction. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
Search You devote your attention to finding something. Depending on the nature of your search, make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Use an Object When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
Stat Block Skill Use a Skill, Ability, Spell included in their stat block (excluding Attack* options)
Action-Deliver Spell
Owner's SPELL (range TOUCH)
Familiar's REACTION (acts on Familiar's Turn)
Deliver a TOUCH spell (while within 100 ft of owner)
Use Owner's attack modifier if the spell requires an attack roll
Action-Attack* ONLY FOR Pact of the Chain
Owner's ATTACK ACTION
Familiar's REACTION
Familiar can make one attack of its own
*REQUIRES Pact of the Chain: Owner uses ATTACK ACTION to allow Familiar to use REACTION to Attack
Limitations
Can NOT use the Attack Action* EXCEPT if Pact of the Chain
Can NOT use special attack options (Grapple, Push, Pull, Steal)
Can NOT use MAGIC ITEMS
Can NOT Attune to MAGIC ITEMS
Can NOT use any SKILLs or TOOLs it does not have Proficiency in
Can NOT attempt complex actions
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