The Find Familiar spell is not super clear, and @JeremyECrawford won't answer me, so here's how it works to the best of my understanding.
It creates a spirit (not defined anywhere) that has the statistics of a beast (unless PoC Warlock) but is actually a celestial, fey, or fiend (presumably needing food and air). When killed it disappears (who knows where) leaving no physical form behind (presumably items it's carrying fall to the ground?), but the same creature comes back if you cast the spell again. You can dismiss it to a pocket dimension (not specified what happens to items it's carrying) where it somehow can live indefinitely (does the pocket dimension provide food and air, is it in stasis?). If you cast the spell again, rather than getting a new familiar, your existing one transforms into a new creature.
So I created an item to clear up ambiguity and keep it alive in the pocket dimension. Familiar Collar Let me know what you think.
Unless the item is just an item because that's how you can implement your house-rules to the find familiar spell on D&D Beyond character sheets, I think making this item is a disservice to your players. I say this because you seem to want the answers to the questions you have about how familiars work to be what they are with this item's effects in place, but yet you have chosen to create a cost - an item that has to be made or found - for the player to get what they should really just already have if they've paid the opportunity costs of A) choosing to have find familiar, instead of some other spell, in their spell book, and B) the costly and consumed material component of the spell.
You could easily just define spirit for yourself (a non-living entity of immaterial origin), presume that it doesn't need to eat or breathe to remain alive (because it's not a living creature, it's a spirit taking on a particular form), and fill in the answers to the other questions as you like.
I agree if I was the DM I could just homebrew it, but I am writing this as a PC, and one who is currently without a group, and thus no DM to convince to homebrew it. So yes, it requires finding/buying a magic item, but it's a common item, so it is not difficult to acquire at low levels. Also it lets me change the appearance of the collar to add some bling to my familiar. It also provides some situational benefits like being able to be on watch all night or grab an item, then be dismissed with the item safely hidden away.
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Here's another in my line of magic items that fix things that annoy me. See Gloves of Mage Hand and Darkglobe
The Find Familiar spell is not super clear, and @JeremyECrawford won't answer me, so here's how it works to the best of my understanding.
It creates a spirit (not defined anywhere) that has the statistics of a beast (unless PoC Warlock) but is actually a celestial, fey, or fiend (presumably needing food and air). When killed it disappears (who knows where) leaving no physical form behind (presumably items it's carrying fall to the ground?), but the same creature comes back if you cast the spell again. You can dismiss it to a pocket dimension (not specified what happens to items it's carrying) where it somehow can live indefinitely (does the pocket dimension provide food and air, is it in stasis?). If you cast the spell again, rather than getting a new familiar, your existing one transforms into a new creature.
So I created an item to clear up ambiguity and keep it alive in the pocket dimension. Familiar Collar Let me know what you think.
Unless the item is just an item because that's how you can implement your house-rules to the find familiar spell on D&D Beyond character sheets, I think making this item is a disservice to your players. I say this because you seem to want the answers to the questions you have about how familiars work to be what they are with this item's effects in place, but yet you have chosen to create a cost - an item that has to be made or found - for the player to get what they should really just already have if they've paid the opportunity costs of A) choosing to have find familiar, instead of some other spell, in their spell book, and B) the costly and consumed material component of the spell.
You could easily just define spirit for yourself (a non-living entity of immaterial origin), presume that it doesn't need to eat or breathe to remain alive (because it's not a living creature, it's a spirit taking on a particular form), and fill in the answers to the other questions as you like.
I agree if I was the DM I could just homebrew it, but I am writing this as a PC, and one who is currently without a group, and thus no DM to convince to homebrew it. So yes, it requires finding/buying a magic item, but it's a common item, so it is not difficult to acquire at low levels. Also it lets me change the appearance of the collar to add some bling to my familiar. It also provides some situational benefits like being able to be on watch all night or grab an item, then be dismissed with the item safely hidden away.