You change your familiar to make it more geared towards combat. your familiar's appearance changes to make it more dangerous such as spines growing out of it or gaining larger fangs/claws
you are no longer able to see and hear through the familiar and you are only able to give it commands during combat.
the familiar is able to know your spellcasting modifier of spells that you also know including cantrips but these spells most do some form of damage. it shares your spell slot and appropriate modifiers when casting these spells
your familiars becomes more bulky making it more able to take hits turning it's armour class 10 + your spellcasting modifier to a total ac of 15.
at the end of a long rest if the familliar is still in this form it will revert back to it's original form
your familiar gains hit points equal to 2d6 + 1d6 for each level spell slot above 2nd
* - (A fang/claw/spine from a creature)
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