You reinforce the spirit-body of your familiar, allowing it to assume an empowered form for the duration. This spell can target only a familiar you summoned with Find Familiar.
Empowered Form
When you cast this spell, your familiar can immediately assume its empowered form. For the duration, you can use a Bonus Action to shift your familiar between its normal form and its empowered form while it is within 60 feet of you.
While empowered, the familiar remains your familiar, keeps its creature type, obeys the normal rules for your familiar bond, and uses the empowered statistics for the spell slot used. It retains its normal senses and movement modes, but it cannot use Multiattack or any normal attack action from its original stat block.
Commanding the Familiar
The familiar acts on your initiative, immediately after your turn. It can move and take reactions normally.
On your turn, you can use a Bonus Action to command it to take one of the following actions: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Utilize. If you do not command it, it takes the Dodge action.
Arcane Bond
While your familiar is empowered, you can still communicate with it telepathically and perceive through its senses as normal for Find Familiar.
You can also cast spells with a range of Touch through the familiar as normal. If the spell requires an attack roll, the familiar must be within 5 feet of the target, or within 10 feet of the target if the familiar is Large.
Familiar Strike
Melee Spell Attack: your spell attack modifier.
Reach: 5 feet, or 10 feet if the familiar is Large.
Hit: The damage shown for the spell slot used. The damage type is force, or another damage type appropriate to the familiar’s form at the DM’s discretion.
Empowered Statistics
1st-Level Slot
Duration: 10 minutes
Size: Small
Temporary Hit Points: 10
STR / DEX / CON: 10 / 14 / 12
Familiar Strike: 1d4 + your spellcasting modifier
2nd- or 3rd-Level Slot
Duration: 1 hour
Size: Medium
Temporary Hit Points: 10 × the spell slot level
STR / DEX / CON: 14 / 16 / 14
Familiar Strike: 1d8 + your spellcasting modifier
4th- or 5th-Level Slot
Duration: 8 hours
Size: Large
Temporary Hit Points: 10 × the spell slot level
STR / DEX / CON: 18 / 16 / 16
Familiar Strike: 2d8 + your spellcasting modifier
6th-, 7th-, or 8th-Level Slot
Duration: 24 hours
Size: Large
Temporary Hit Points: 10 × the spell slot level
STR / DEX / CON: 20 / 18 / 18
Familiar Strike: 3d8 + your spellcasting modifier
9th-Level Slot
Duration: 7 days
Size: Large
Temporary Hit Points: 100
STR / DEX / CON: 22 / 20 / 20
Familiar Strike: 4d8 + your spellcasting modifier
Winged Familiars and Carrying
If the familiar has a flying speed in its normal form, it retains a flying speed in its empowered form.
1st–3rd-Level Slot: The familiar cannot carry a rider while flying.
4th–5th-Level Slot: The familiar can carry one willing Medium or smaller creature while flying at half speed. It cannot Attack while carrying a rider.
6th–8th-Level Slot: The familiar can carry up to two willing Medium or smaller creatures while flying at half speed. It can only Dash, Disengage, Dodge, Help, or Search while carrying more than one creature.
9th-Level Slot: The familiar can carry up to two willing Medium or smaller creatures while flying at normal speed, or up to three willing Medium or smaller creatures while flying at half speed. It cannot Attack while carrying more than one creature.
Safe Descent
If this spell ends while the familiar is carrying creatures in flight, the familiar descends safely at a rate of 60 feet per round until the carried creatures reach the ground, unless the spell ends because of an antimagic field or similar effect.
Ending the Spell
If the empowered familiar is reduced to 0 hit points, the spell ends and the familiar disappears as normal for Find Familiar.
* - (a familiar from your Find Familiar spell)
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