You conjure a familiar imbued with magical might. The familiar appears in an unoccupied space within range, resembles an animal of your choice but is a Celestial, Fey, or Fiend (your choice), and uses the Battle Familiar stat block (see the accompanying stat block). When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.
Combat. The familiar is an ally to your allies. It rolls its own initiative and acts on its own turn.
Disappearance of the Familiar. The battle familiar disappears when the spell ends, if it drops to 0 Hit Points, or if you die. When it disappears, it leaves behind in its space anything it was wearing or carrying. If you cast this spell again, you decide whether to summon the familiar that disappeared or a different one.
One Familiar at a Time. You can't have more than one familiar at a time. If you already have a familiar from this spell, the familiar is replaced by the new one.
If you have a familiar from the Find Familiar spell when you cast this spell, you empower your existing familiar rather than conjuring a new one. For the duration, your familiar can attack in addition to taking other actions as normal, and your familiar's statistics are replaced by the Battle Familiar stat block, but it retains its creature type, alignment, Hit Points, Hit Point Dice, and any features granted by the Find Familiar spell. Your familiar gains a number of Temporary Hit Points equal to the Hit Points of the battle familiar. Battle Familiar ends early if the familiar has no more Temporary Hit Points left, and these Temporary Hit Points vanish if any remain when Battle Familiar ends.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Battle Familiar
Medium Celestial, Fey, or Fiend, Neutral
AC 11 + the spell’s level (+2; Brute only)
HP 30 (Brute only) or 20 (Flyer or Stalker only) + 5 for each spell level above 2
Speed 30 ft.; Fly 60 ft. (Flyer only)
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 14 | +2 | +2 |
| CHA | 5 | −3 | −3 |
Immunities Charmed, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Flyer Only). The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Add 1 half the spell level (round down) to any ability check or saving throw the Battle Familiar makes.
Actions
Multiattack. The familiar makes a number of Rend attacks equal to half this spell’s level (round down). The familiar can replace one of these attacks with Prowl if available.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Force damage.
Prowl (Stalker Only). The familiar moved up to half its speed without provoking Opportunity Attacks. At the end of its movement, it can take the hide action.
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