You gain the service of a mechanical familiar, a spirit that imbues a clockwork animal form you build: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Animating 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 breaks, leaving behind it's physical components. It reappears after you repair it and cast this spell again. A broken familiar can be repaired once per long rest. Unless broken or dismissed it continues to follow you awaiting commands. As an action on your turn you can dismiss the spell and the familiar loses its magical abilities and become simply clockworks.
While your familiar is within 100 feet of you, you can communicate with it through a head device. 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 don a special helmet and you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. You must dismiss then recast the spell to modify its form.
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.
At Level 5 the time to cast this spell is reduced to 1 hour as you have gained experience making modifications and a broken familiar can be repaired once per short rest.
* - (10 gp worth of metal materials)
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