Level
1st
Casting Time
1 Action Ritual
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

Sister Spell of "Arcane's Elemental Familiar" and the official spell "Find Familiar," however divine casters can use this spell.

Whispering the word that reminds them of home, they close their eyes as the feather becomes encased by water. Shifting and shaping the form of their familiar, until the fey's paws touch the earth. Sitting before its new caretaker. 

The creature is not an actual animal but a spirit taking the form of the animal the material is from. The caster can only summon a familiar from the terrain the caster has traveled to and the elemental trait is determined by the domain of the caster's Deity (End of description for table). If the Casters Deity has more than one domain then the caster has to pick one domain for the elemental trait each time this spell is cast.

When the familiar is summoned they act independently from the caster, but obey any command given. During combat, the familiar rolls its own initiative and can preform reactions and actions not pertaining to attacking. The only type of attack the familiar can preform is if the "Elemetal Hearth" trait is an attack action. When the spell is cast and the specific animal is conjured, the familiar keeps that physical form till its hit points drop to 0, then the creature disappears back to the fey plane and the spell must be recast for the familiar to reappear. When the creature disappears nothing is dropped or left behind.

 

Spirit Walker. The caster can see through the familiar's eyes and can hear what the familiar hears at a danger to themselves. Up to 120ft, the caster can experience the senses of the familiar and in the process, becoming deaf and blind to their body's senses. This lasts till the start of the caster's next turn or until the caster ends the action as a bonus action beforehand. Within 100ft the caster can also telepathically communicate with the familiar without losing touch with their senses. 

Hidden Friend. On a bonus action, the caster can temporarily dismiss the familiar to the fey plane. When the familiar is dismissed it acts as long rest, allowing the familiar to regain any hit points or actions lost. The caster can resummon their familiar in any unoccupied space up to 30ft on a bonus action.

Traveled Cast. When the caster performs a spell with the range of touch the familiar can deliver the effects of this spell to the chosen target. The familiar can be no father than 100ft from the caster and deliver the spell as an action.

Deity's Will. The familiar can hold up to 2 spells for the caster, prepared and ready. The familiar cannot cast these spells themselves and "Traveled Cast" cannot be used with these spells. The spells held by the familiar can either be cantrip or 1st level and by completing a wisdom saving throw higher than their own DC the caster can use these spells. These spells add to caster prepared spells and spell slots but can only be used once per long rest.

Trinket Keeper. As an action, the caster can either give the familiar objects to put in a pocket dimension or command them to take items out. This action can either be completed when the action "Hidden Friend" is completed or as its own action. There is no limited amount that can be placed or taken out at once, however, if more than 10lbs of gear is placed in the dimension at once during a combat round, then the familiar is in the pocket dimension until the start of its next turn. The familiar can hold up to 20 pounds of gear in the pocket dimension. 

 Elemental Hearth

Each domain has either one or two "Elemental Hearths" linked to it. If there are two elements link to one domain the caster must choose which element to use the "Elemental Hearth" action from. The familiar remains under this element until "Divine's Elemental Familiar" is recast.

Fire, Kindering Embers. As an action, the familiar can send out an arrow made from flame causing 1d6 fire damage to one target. On a hit, the victim is set ablaze and at the end of each round, they must make a Constitution saving throw against the armor class of this spells caster. Until the victim makes a successful save they take 1d4 fire damage at the end of each of their turns. If this action is not used during a combat round or if the target is surrounded by flammable objects, those objects will be set ablaze as well. This action cannot be used underwater, nor will damage be caused to the chosen target if they have resistance to fire.

Water, Wistful Rivers. As an action, the familiar as the power to either create up to 15ft (5 gallons) of water or freeze up to 30 ft of water. If used to freeze a living creature only one target can be frozen, taking 1d4 cold damage, and are stunned until the start of their next turn. Water created is freshwater and is pure of any bacteria, once created the water cannot be controlled or shaped. The initial creation of the water can be conquered like a blast and can only be used to hit one target in melee range of the familiar, pushing them back 10ft from the familiar. No damage will be caused through blasting water unless the target has a water vulnerability, then they take 1 point of bludgeoning damage. Water created or frozen must be in any area within 80ft of the familiar. "Wistful Rivers" can only be used once per long rest and will have no effect against targets with water or cold resistance.

Wind, Horizons Light. As an action, the familiar can heal one chosen target by completing successful wisdom save against the chosen creature's wisdom ability score, adding the ability modifier of the familiar's caster to the roll. The hit points healed are equal to 1d4 plus the familiar's caster's spellcasting ability modifier. After the action is completed a warm light glows from the wounds healed and off the entire body of the familiar, illuminating the surrounding of these creatures with a dim light in a 5-foot radius around the two. The light lasts for 1 minute and this action can only be used once per long rest. This action cannot be used to heal any creatures under 0 hit points.

Earth, Natures Sense. As an action, the familiar can make a roll against their master's spellcasting  DC. On a successful save the familiar can choose up to 3 willing creatures and heighten their senses. The chosen targets get an advantage on skills dealing with wisdom, and intelligence and also gain an advantage with those ability saves. This action lasts 2 minutes and can only be used once per long rest.

Elemental Domain

 The animals conjured can only have a challenge rating of 0 or 1/8 and a size of tiny or small. The animals of each terrain are found in the DnD book "Xanathar's Guide To Everything," pages 24-26.

Knowledge Domain. Earth and Wind.

Life Domain. Earth and Wind.

Light Domain. Fire and Wind

Nature Domain. Earth and Water.

Tempest Domain. Water and Wind.

Trickery Domain. Fire and Earth.

War Domain. Fire and Water.

 

* - (A small piece of fur, feather, or skin of the beast being conjured and a piece of nature the familiar is connected to: Ash for fire, a raindrop for water, a fallen leaf for earth, and fallen white petals for wind.)

Available For: Cleric (Legacy) Druid (Legacy)

WinterHearth2264

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