You create a proto-mephit familiar composed of different elemental forces. At first this familiar is restricted to attributes from a single element but at higher level casting of the spell the familiar can exhibit attributes from multiple elemental types.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. With this familiar when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction
When the familiar drops to 0 hit points, it explodes in an elemental burst, leaving behind no physical form.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to change elemental types.
Lastly, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Proto Mephit
Small elemental
Armor Class 11
Hit Points 8
Speed 30 ft. fly 30ft
Resistances: resistant to damage of its elemental type
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Actions
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) elemental type damage.
Death Burst. When the proto mephit dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
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