Your companion gains a mental, emotional, and spiritual bond of a familiar. This increases the beasts ability scores by (+1d6 strength), (+1d6 Dexterity), (+1d6 constitution), (+2d8 Intelligence), (+1d8 Wisdom), (+1d8 charisma). The familiar/companion also gains 10 movement speed
Your familiar/companion acts independently of you, but it always obeys your commands. In combat it follows your initiative. The familiar/companion's max health is increased by (1d8). Familiar/companion gets (1d8) of psychic damage added to any attacks it makes. And allows the familiar/companion to make an attack using (1d8) of psychic damage up to 50 feet away.
Whenever the familiar/companion drops to 0 hit points, it leaves behind in its space anything it was wearing or carrying. You can spend 8 hours getting a new companion then another 2 creating the bond.
While your familiar/companion is within 100 feet of you, you can communicate with it telepathically. Additionally, 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 can see threw your own senses and your familiar/companions.
You can't have more than one familiar/companion at a time. If you cast this spell while you already have a familiar/companion, your familiar/companion gains 1 max hit point.
Finally, when you cast a spell with any range, your familiar/companion can deliver the spell as if it had cast the spell. Your familiar 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.
* - (Your Ranger's Companion and (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier))
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