You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar 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 are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, 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 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.
* - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
This mostly depends on the DM. I'd talk it over with them to see what they say, and whatever works best is what you should use. I personally don't use material components often in my campaigns, so I don't have much say on this, but if you were in my campaign I'd rule that it's base 10gp for all of it.
The only RAW abiding way to "cast a spell through your familiar" without the spell failing is to Ready a touch spell, which works as a proper casting, and then once your familiar's within touching range (it will probably have to use its turn to fly close to the enemy), use your reaction to cast the spell, which goes through your familiar. Technically, this counts as casting a spell, and it can be pretty broken if abused, but I'd personally overrule it and let you so long as you don't overdo it.
On DDB character sheet (online, not the paper version) there's the extras tab, swipe to the rightmost tab and you can add familiars, pets, companions, whatever you like even homebrew if it's a monster in your collection. Stats will be easily accessible. (Sorry I wrote this after reading further down, I sadly don't know how to delete this comment)
wait like the second level spell aid or something else
A somewhat power build that incorporates this spell:
>pick variant human, for the feat
>pick the magic initiate feat, in the Player's Handbook
>feat allows you to have any two cantrips and one first level spell from a single spell list
>pick the wizard spell list, because this spell is in it
>pick Find Familiar for the 1st level spell, obviously, and Shocking Grasp for one of your cantrips
>your other cantrip can be anything, but I recommend the following:
>either Firebolt because good damage especially if you get the Sorcerer Metamagic Twin spell
>or Prestidigitation because really good utility
you now have one of the best utility spells in the game (Find Familiar), another nearly unbeatable utility spell (probably Prestidigitation, that'd be my pick), and a way to do consistent damage without ever hinting that you were the one who caused it (Shocking Grasp, which can be cast through your Familiar with a bit of strategy, at a range of 100 feet total or 60 ft per turn)
I have a question.. There is a new spell called "Silvery Barbs". It reads:
1st-level Enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
My question now is.. Can I cast Silvery Barb, distract an enemy creature and then apply the advantage on my familiar? I understand it this way, as there is no mentioning of that either creature must be friendly or hostile.
Move: yes.
Cast: only bonus action spells.
Attack: only reaction attacks.
You are using your action on each of your turns to percieve through the familiars senses. If you have a feature like action surge, that gives you a second action on your turn you can use that to do anything though.
Late answer, but yes. A familiar can use the help action. However, most DMs would restrict its ability to help on ability checks that doesn't make sense about how it would be able to help. Such as a history check. And in combat, the familiar would need to be within 5 feet of the enemy to give you advantage. It's popular for players to have a familiar be an owl to gain the flyby for this, but that's not exactly what the rules say you can do. The own must be next to the enemy to help, so it would be vulnerable to attacks. And non-warlock familiars don't have much chance of surviving long in close combat. The help action also only give the first attack advantage, not the entire team or even multiple attacks from the same creature. This is often misunderstood by players thanking that their owl familiar can flyby help and grant advantage to everyone for a round.
"A familiar can't attack, but it can take other actions as normal."
Is the term attack here standalone, or by other actions does it just mean the attack action? How does this work with a familiar using their reaction to take an attack of opportunity?
magical secrets
I had a thought, If you cast sanctuary on a familiar, would casting a damaging spell through the familiar end sanctuary?
Sanctuary says "If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends"
and Find familiar says "when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell"
does this mean that Sanctuary and other spells that end when you cast/attack would end on the familiar or on the caster or maybe both?
The ranger of my party wants some sort of animal companion. Find Familiar seems perfect for this, but it is a wizard only spell. Is there any other way to get some sort of permanent animal companion?
Yes, meaning your famaliar can carry you around. Due to the fact nothing can enter the lamp with you
Wouldn't it be AMAZING if "brass brazier" was added to the equipment list with a weight and a cost?
I made hombre for the cambion race it is a ritual spell where you become another player characters familiar you can transform from your regular form to your beast form as a action you can give your bonded allie a number of sorcery points that you would get as a sorcer of your current level and you can both look through each others eyes and hear what there hearing when one initiates the action only your bonded allie can cast range of touch spells from you.
Optional for druid should be a tag
Rules state,
So, even though it's a spirit that can't attack, it still has some tangible form to be able to carry things? How do y'all work with this specific feature and what do you put as tangible limitations?
It depends on your DM. Mechanically and stat block wise - yes, you are. However (with the DM's approval) you can flavour it so you have, a seagull instead of a hawk or a tuna fish instead of a quipper - no stat changes but theme changes are present
Nope, it 10gp total. This is a first level spell, and one of the only reasons that it's used so much it it's cheapness. You need 10gp total worth of charcoal, incense, and herbs - also the brazier doesn't have a cost and is not consummed. Hope this helps!
Is a familiar technically magic as in if it were to enter anti magic field would it seize to excist/be dismissed? Or does it work differently. And just to preempt this is just for my own knowledge not for a game I know the final decision is up to my dm if it came up