You gain the service of a familiar, an Arcane Surveyor that takes the form of a metallic servo with arcane energy coursing through it. Appearing in an unoccupied space within range, the familiar has the statistics of a Arcane Servitor. 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.
Anti-magic Susceptibility. The arcane familiar is incapacitated while in the area of an anti-magic field. If targeted by dispel magic, the arcane familiar must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Arcane Orbit. Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them.
You can use these abilities once familiar is summoned:
Arcane Servitors. The creature who summoned the arcane servitors may control them like hands within 50 feet to manipulate objects, open unlocked doors or containers, stow or retrieve items from open containers, or pour the contents out of vials. The arcane servitors can’t attack, activate magic items, or carry more than 5 pounds each.
Arcane Eyes. The creature who summoned the arcane eyes gains a +1 bonus to initiative, passive Perception, and Wisdom (Perception) checks for each arcane eye they control.
Arcane Dart. As an action, the creature who summoned the arcane darts may cause them to launch as blade-shaped planes of force at a creature within 50 feet, dealing 1d4 + 1 force damage per arcane dart. The darts all strike simultaneously, and you can direct them to hit one creature or several. These darts count as magic missiles for the purposes of effects such as shield.
Arcane Wards. As an action, the creature who summoned the arcane wards may cause them to protect one or more creatures within 50 feet, projecting disk-shaped planes of force. A creature protected in this way receives a +1 bonus to its AC until the start of its next turn for each arcane ward protecting it. Creatures protected in this way take no damage from magic missile.
* - (burning incense worth 10+ GP, which the spell consumes)Previous Versions
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6/8/2025 9:03:30 PM
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Coming Soon
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