You gain a companion, a spirit that takes an animal form that you choose:crab, wolf, cat, hawk, lizard, owl, raven, spider. Appearing in an unoccupied space within range, the companion has the statistics of the chosen form and it is a celestial, fey, or beast.
Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A companion can attack and take other actions as normal.
When the companion drops to 0 hit points, it disappears, leaving behind 1d4 + 2 large crystals, of the DM's choice, that are each worth 50 gp.
While your companion is within 50 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your companion. 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.
You can't have more than one companion at a time. If you cast this spell while you already have a companion, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your companion transforms into the chosen creature.
Also, when you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion 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.
Finally, your companion can wear armor if it is especially tailored to fit the form of the companion, though the companion can only wear light armor and the armors ac is half of what its base ac is.
* - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brazier)
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