You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. 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 obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an 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.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
* - (burning incense worth 10+ GP, which the spell consumes)
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Posted Sep 24, 2025Best part about this spell is that its now an Magic Action if you play a warlock with Pact of The Chain.
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Posted Sep 29, 2025Does it take the stats of the beast or is it just their form?
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Posted Sep 29, 2025It uses all of the stats of the beast form except the creature type, as stated in the spell description:
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Posted Oct 6, 2025(Edited to remove post as didn't quote properly)
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Posted Oct 6, 2025Best I can tell the cost of incense hasn't really been addressed in the new rules. At the moment my only solution is to allow players to "buy" or make incense, which we add as a custom item on the character sheet, using the cost override feature to set it's value, and use a quantity of them in 10gp chunks. This makes it easy to just take one off the sheet when they cast the spell
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Posted Oct 30, 2025I think Psy-Dragonlings should be an option.
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Posted Nov 20, 2025If the familiar delivers a Concentration spell, who's concentration does the spell use: Caster or Familiar? Summon a spider familiar use to cast Enhance Ability and have it sit on your shoulder. Then cast second concentration spell? Never have to worry about making Concentration Saves?
Cleric that takes Magic Initiate (Wizard) origin feat.
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Posted Nov 24, 2025It uses the caster's Concentration, as the caster is the one casting the spell.
I'm not sure how Enhance Ability helps here. Or did you just mean that as an example of a Concentration spell?
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Posted Dec 12, 2025For the longest time I thought a brazier was a brassier.
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Posted Jan 1, 2026How long does it take to cast this spell
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Posted Jan 4, 2026One hour. This is stated in the spell description under "casting time". If cast as a ritual, it takes an extra ten minutes, for a total of seventy minutes.
Druids have a special feature that lets them cast it as an action, and Warlocks can choose an Invocation option called "Pact of the Chain" that allows the same.
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Posted Jan 9, 2026I think a commonly overlooked animal for both Find Familiar and Wild Shape is the Baboon, which is my go-to when I need a beast with hands. Its Pack Tactics feature makes it especially useful in combat via Wild Shape or Pact of the Chain, seeing as how its hands lets it use weapons. Do note that Baboons conjured via Find Familiar don't have weapon proficiencies though, but advantage from Pack Tactics can make up for it.
Sprite and Skeleton familiars are proficient with the weapons listed in their stat blocks. Weapons conjured along with a familiar won't disappear when the familiar does, making a Skeleton familiar a cheaper way of obtaining a Shortbow, which otherwise typically costs 25 gold. Giving the Skeleton a second Shortsword doesn't let it attack with both, since it can't use its bonus action to attack. Familiars can be equipped or reequipped with magical items, but bear in mind that they can't attack without special features (like Pact of the Chain), and still have when they can attack be very limited in those cases.
Skeleton familiars aren't from any living creature and aren't undead. Due to being one of the forms that is immune to exhaustion, Skeleton familiars do not need to eat, drink, sleep, nor breathe, despite not being undead.
The spirit used to form the familiar does not come out of nowhere, and is a preexisting Celestial, Fey, or Fiend spirit. When used in conjunction with Pact of the Chain, a Celestial Sphinx of Wonder, a Fey Sprite, a Fiend Imp, or a Fiend Quasit may, in fact, be in their true form.
Casting Find Familiar via the method described in druid's Wild Companion feature always makes the familiar a Fey, regardless of what creature type it was before or what form it takes.
The familiar does not disappear upon the caster's death.
There's nothing about the Find Familiar spell that gives the conjured creatures any supernatural traits beyond the ones listed. Unless otherwise stated in the stat block (see Skeleton), they do not have immunity to exhaustion from suffocation, starvation, dehydration, nor sleep deprivation. This suggests that they retain all biological functions of the form they've taken. This is noteworthy in three particular scenarios. First of all, a Hyena familiar is viable for the Gnoll Consumption Ritual, but the resulting fiendish Gnoll birthed from the hyena's transformation is not a familiar nor under the caster's control. Second of all, 2d12 hours after a familiar is conjured as, or takes the form of, a Slaad Tadpole, it will transform from the Slaad Tadpole familiar into a real Blue Slaad, no longer under the control of the caster, making it a risky or chaotic form for the familiar. Finally, if a form so permits, the familiar may be capable of reproduction, useful for plot purposes, with the resulting offspring being descended from a Celestial, Fey, or Fiend.
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Posted Jan 19, 2026If the caster dies, does the familiar disappear?
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Posted Jan 19, 2026No.
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Posted Feb 13, 2026Wow.... this is so good for some game breaking fights...
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Posted Feb 14, 2026^This is why Wizards needs to stop "simplifying" the language used in their spells.
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Posted Mar 12, 2026So two questions about this spell that I have:
1. The rule for ritual spells is that they take 10 minutes longer to cast then normal. Since this already takes an extended time period of an hour, is that already built into the time and this can only be cast as a ritual/not consume a spell slot?
2. Can the familiar stick around indefinitely if there is no damage dealt to it?