Telepathic Bond. While Bertram is summoned, he can magically convey what he senses to his master, and the two can communicate telepathically.
Knowledgeable Mimicry. Bertram may mimic any spoken language he hears, and any written language he reads. He must spend at least 1 minute concentrating on listening or reading the language to do so.
Eloquent Servant. Betram has advantage on charisma ability checks with creatures that can understand him.
Magical Sense. Bertram can detect magic around him as if the detect magic is active on him at all times.
Innate Spellcasting. Bertram's innate spellcasting ability is Intelligence. It can innately cast the following spells (spell save DC 14), requiring no material components:
At Will: create food and water, goodberry, produce flame, light, create or destroy water, mage hand, mending, prestidigitation, disguise self, minor illusion, create bonfire, message, animal messenger, detect poison and disease
5/day: silence, invisibility, identify, Magic Missile (1st level), enhance ability, find steed, Lesser Restoration, darkvision
3/day: counterspell (3rd level), dispel magic (3rd level), slow, tiny hut
1/day: Heroes' Feast, passwall, fabricate, banishment
Letter Opener. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.
Witch's Assistant. Bertram can take a request from his master to retrieve a potion from their person and immediately transport it to an ally, or throw it at a creature offensively.
A drink? When a creature within 5ft. of Bertram makes an attack against an ally he may choose to offer them a drink instead. The creature must make a DC 11 Charisma saving throw, on a success the creature's attack carries on, on a failure the creature must accept the drink instead of making their attack. This has no effect on creatures with 4 or lower intelligence, and creatures who cannot understand Bertram.
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