This spell can only be cast once every 1 year and 1 day and you can't have more than one familiar at a time.
When you cast this spell you attempt to awaken sentience in a random beast within range. At the end of the spell, a beast that resonates with your personality and magic style (at your DM discretion, usually a CR 0 beast) approaches you as your familiar. This familiar is treated as a magical beast for the purpose of any effect that depends on its creature type. The familiar has the same traits of the base creature with the following changes:
Hit Points: 10 +2 per wizard level
Saving Throws: it uses its modifiers or yours, whichever are better
Skills: for each skill in which it is proficient, it uses its modifiers or yours, whichever are better
Moreover, your familiar gains special traits based on your wizard level, as described on the table below.
| Wizard Level | AC Bonus | Intelligence Score | Special Attributes |
| 5th | +3 | 7 | Passby: The familiar doesn't provoke Opportunity Attacks when it moves out of an enemy's reach. |
| 7th | +4 | 8 | Evasion: When subjected to an Effect that requires a Dexterity saving throw to take only half damage, the familiar instead takes no damage if succeeds on the saving throw, and only half damage if they fail. |
| 9th | +5 | 9 | Empathetic Link: The master has an empathetic link with their familiar while they are within 1 mile of each other. Only general emotional content can be communicated. |
| 11th | +6 | 10 | Spell Resistance: The familiar has advantage on saving throws against spells. |
| 13th | +7 | 11 | Speak with Similar Beasts: The familiar can communicate with beasts of approximately its same kind. This communication is limited by the intelligence of the conversing beast. |
| 15th | +8 | 12 | Scry on Familiar: The familiar’s master may cast scrying on their familiar once per day without expending a spell slot or using spell components. |
| 17th | +9 | 13 | - |
| 19th | +10 | 14 | - |
Your familiar acts independently of you, but it always obeys your commands to the best of its abilities. In combat, it rolls its own Initiative and acts on its own turn. A familiar can take any action its shape allows. Because of its Intelligence score, a familiar could get distracted by events occurring in its surroundings (e.g., if a cat familiar spots a mouse, it may decide to chase it). Additionally, you gain the following additional benefits while your familiar is within 100 feet of you:
- You and your familiar share a telepathic link.
- You gain a bonus of +3 to your Initiative rolls.
- As an 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.
- As an action, 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 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, if your familiar dies you suffer one level of exhaustion and must make a DC 15 Constitution saving throw. On a fail, you gain an additional level of exhaustion. Your familiar can be resurrected by magic or similar means (e.g., using a revivify spell). Alternatively, if you are able to cast this spell again, you can summon a new familiar which does not carry the memories and personality of any previous familiar you may have had.
* - (500 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)Previous Versions
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4/22/2022 1:26:06 AM
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Coming Soon
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