Level
3rd
Casting Time
1 Hour Ritual
Range/Area
5 ft. (5 ft.2 *)
Components
V, S, M *
Duration
Special 24 Days
School
Conjuration
Attack/Save
None
Damage/Effect
  • Description: This ritual summons an arcane spirit of level 1 to 3 (up to DM Discretion on level and kind ya can you so please talk to your Dm) and coaxes it to manifest in the material world as a familiar, taking on the form of a small or tiny beast. The familiar can take the form of any tiny or small beast from the familiar options (cat, owl, raven, etc.). The familiar retains any special senses or abilities inherent to its form (e.g., dark vision, flight). The familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. The familiar acts independently but always follows the caster's commands, rolling its own initiative in combat.
  • Features: Ethereal Form: 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 your familiar. It disappears into a pocket dimension where it awaits your summons. 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. Performing the Summon Familiar ritual once more allows the caster to change the shape of the familiar to an alternate form though the standard forms still apply. 
  • Feature: Arcane Font: When in close proximity to the familiar (within 10 feet), the wizard gains a +1 proficiency Bonus to all arcana checks.
  • 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.

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. If the Familiar you chose has opposable thumbs or strong enough strength they will be able to hold onto heavier objects than those that dont have the capability.

* - (* - (burning incense worth 10-30+ GP, which the spell consumes))

Available For: Sorcerer Wizard

Captain_Yuri