(This spell specifically enhances a familliar chosen from the find familliar spell. You can work specifically with your DM if you have a famillar not from the find familliar spell list)
You choose one of the following traits to apply to your familliar created from the find familliar spell. You can not cast this spell twice on the same familliar. The spell last until the familiar hits 0 hit points or the familliar is dispelled.
Echolocation. Your familliar gains extraordinary senses. They gain a blindsight of 60 feet and gains adavantage on perception checks
Toughness. Your familliar resolve to survive becomes tougher. They gain a number of d4 equal to your proficiency bonus added to there maximum health. This bonus can be applied multiple times.
Spell mimicking. Your familliar gains magical properties. Your familliar gains a first level spell from your spellbook. This spell has to have a casting time of one action and can not be a concentration spell. The familar can cast it once a day.
Sprout Wings. Your familliar grows wings and gains a fly speed of 30 feet. They also gain the trait Flyby: The familliar doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Aquatic Adaptation. The familiar adapts its body to an aquatic environment, sprouting gills and growing webbing between its fingers. It can breathe underwater and gain a swimming speed equal to your walking speed. Also it has advantage on underwater attacks.
Poison Fangs. The familliar gains a posion trait. When the familiar attacks with a melee attack, the target has to make a constitution save equal to your Spell Save DC or take 6(2d4+1) posion damage on a failed save
Natural Weapons. Your familliars grow claws, fangs, spines, horns, or a different natural weapon of your choice. They gain a strike that can deal 1d4 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and they are proficient with the unarmed strikes. Finally, the natural weapon is magic and they have a +1 bonus to the attack and damage rolls they make using it.
When you cast this spell using a spell slot of 4th Level or higher, you can choose one additional trait for each spell level above 3rd.
* - ((50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier))
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