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.
Shared Bond. While the creature is your familiar, its Intelligence, Wisdom, and Charisma scores are derived from your corresponding ability scores. If your Intelligence, Wisdom, or Charisma score increases or decreases, the familiar’s corresponding score changes by the same amount. When you cast this spell, choose Strength, Dexterity, or Constitution. The chosen score increases by an amount equal to your Proficiency Bonus. The familiar uses your Proficiency Bonus in place of its own for any skill in which it is proficient. The familiar’s Armor Class increases by an amount equal to half your Proficiency Bonus, rounded up. Its Hit Point maximum equals its normal Hit Points, plus your character level, plus its Constitution modifier. The Constitution modifier is added only once.
Familiar Lesser Boon. When you cast this spell, choose one Familiar Lesser Boon from the Familiar Lesser Boon List below. The familiar gains that boon until you cast this spell again and choose a different boon. A familiar can have only one Familiar Lesser Boon at a time.
Telepathic Connection. You can communicate telepathically with your familiar while it is within a range determined by your character level: 100 feet at levels 1–4, 500 feet at levels 5–9, 1,000 feet at levels 10–14, 1 mile at levels 15–19, and 5 miles at level 20. 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 and you make all choices for this spell again.
Familiar Lesser Boon List
Watchful. If the familiar lacks proficiency in Perception, it gains proficiency in Perception. If it is already proficient in Perception, it gains Expertise in Perception instead.
Sneaky. If the familiar lacks proficiency in Stealth, it gains proficiency in Stealth. If it is already proficient in Stealth, it gains Expertise in Stealth instead.
Swift. Choose one of the following: Speed, Climb Speed, Swim Speed, or Fly Speed. The chosen movement type increases by 10 feet. If the familiar does not already have the chosen movement type, it gains that movement type with a speed of 10 feet.
Nimble. The familiar gains proficiency in Dexterity saving throws.
Night Eyes. If the familiar lacks Darkvision, it gains Darkvision with a range of 60 feet. If it already has Darkvision, the range of that Darkvision increases by 60 feet.
Elusive. The familiar can take the Disengage action as a Bonus Action.
Helpful. When the familiar takes the Help action, it can take that action as a Bonus Action instead. Once the familiar takes the Help action, it can’t take that action again until the start of its next turn. In addition, when the familiar helps with a noncombat chore or task, roll 1d100: on 01–50, the time required is halved (the familiar is especially helpful and eager); on 91–00, the time required is doubled (the familiar is more interested in being adorable or distracting than useful); otherwise, the time required is unchanged.
* - (burning incense worth 10+ GP, which the spell consumes)Previous Versions
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