You touch your familiar and enhance it to meet you needs if you or you familiar's HP become 0 the effects end early. when you cast this spell you gain 2+spell level evolution Points to spend to enhance the target. Casting this spell while already active will not give any new points but will allow you to redistribute any and all evolution points already spent.
1-Point Evolutions
- Basic Magic Select one Cantrip from the wizard spell list. The Familiar can cast this spell once per day as a spell-like abbilaty if the spellrequires an attack roll, you use your attack modifier for the roll. This evolution can be selected multiple times. If selected more then 3 times for the same cantrip the spell becomes at will
- Bite. The Familiar gains a bite attack that deals 1d6+2 points of damage (1d8 if Medium, 2d6 if Large). Your familiar only has one attack per action. Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Chameleon The Familiar gains a +10 bonus to stealth rolls.
- Claws The Familiar gains two claw attacks that deal 1d4+2 points of damage (1d6 if Medium, 2d4 if Large). Your familiar only has one attack per action. Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage.
- Increased Fortitude The Familiar’s maximum hit points are. Increased by 20.(max 3 Points)
- Increased Mental Form The Familiar Gains +2 in your choice of INT, WIS or CHR up to a max of 20 this may be selected more then once
- Increased Physical Form The Familiar Gains + 2 in your choice of STR, DEX or CON up to a max of 18 this may be selected more then once
- Natural Armor The familiar grows a form of natural armor, be it an armored hide or scales, that increases the AC by 2 if the familiar is wearing armor the bonus becomes a +1 instead
- Stinger The Familiar gains a Sting attack. Your familiar only has one attack per action Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
2-Point Evolutions Description
- Amphibious The Familiar grows gills and gains the ability to breath underwater, and has a swim speed of 30ft
- Armored The Familiar gains proficiency with light and medium armor and with shields if It posses hands
- Bipedal The Familiar's type becomes humanoid and gains the use of hands as well as proficiency with simple weapons and a choice of 3 martial weapons.
- Elemental attunement The Familiar's attacks are treated as magical ant the type changes to your choice of Fire, Acid, Cold , Lightning or poison.
- Elemental Warding The Familiar gains resistance to your choice of Fire, Acid, Cold , Lightning or poison.
- Fighting style adaptation The Familiar gains one fighting style of your choice this evolution may be chosen up to two times for different styles the Familiar must be able to hold a weapon to gain the full use of any fighting style that requires a weapon.
- Minor Magic Select one 1st-level spell from the wizard spell list or any spell you are able to cast. The Familiar can cast this spell once per day as a spell-like ability. If the spell requires an attack roll, you use your attack modifier for the roll. This evolution can be selected multiple times.
- Mount As long as your familiar’s size class is Medium or higher your familiar serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target you. If your familiar can fly, in order to fly while mounted their size class must be Large.
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otherworldly vision You and the familiar gain dark vision up to 90 feet an can see in magical darkness up to 30 Feet
- Spider climbing The familiar May climb as though under the effects of the spider climb Spell
- Wild Growth The Familiar’s size class increases to Medium, giving it a minimum Strength and Dexterity score of 10 (+0), increasing its movement by 10ft and increasing its maximum health by 10. If this evolution is taken again or the creature is already medium sized, the size class increases to Large, giving it a minimum Strength and Dexterity score of 15 (+2), increasing its speed by 20ft and increasing the maximum health by an additional 10 points.
- Wings The Familiar grows wings and has a fly speed of 30ft.
3-Point Evolutions Description
- Advanced Evolution For a familiar you may choose to summon a beast that is no larger than Medium and that has a challenge rating of 1 or lower. This creature still follows the rules of the Find Familiar spell, or the Pact of the Chain Warlock feature.
- Major Magic Select one 2nd-level spell from the wizard spell list. The Familiar can cast this spell once per day as a spell-like ability. If the spell requires an attack roll, you use your attack modifier for the roll. This evolution can be selected multiple times.
- Shared Evolution Once per long rest as an action, The Familiar may touch the caster and grant it one of its 1 or 2-point evolutions for an hour. Only one evolution can be shared at a time. Note: Should the Familiar already posses one of the features granted to it (i.e. an Owl or Bat already being able to fly) the evolution must still be taken.
3- Point Forms (only one may be used at any given time)
- Abyssal Your Familiar becomes fiendish in appearance and once per long rest my cast one 3rd level spell in addition the Familiar become immune to fire and becomes immune to poisoned effect
- Aberrant The Familiar becomes an aberration and all damage dear by its attacks become psychic damage in addition once per long rest the Familiar may use its action to have one target within 6o feet make a Wisdom save of 17or take 3D8 damage and become frightened of you and the Familiar for 1 min
- Celestial Your Familiar becomes celestial in appearance, and becomes immune to fear effects. In addition, it gains the Lay on Hands ability with a healing pool equal to your highest caster level that refills after a long rest.
- Draconic Your Familiar becomes a dragon In addition, it gains a breath weapon attack of your choice (fire, acid, lightning, poison, or cold). When the familiar uses its breath weapon, each creature in a 15ft cone must make a Reflex (Dexterity) saving throw. The DC for this saving throw equals 8 + your Casting modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 when the caster reaches 6th level, 4d6 at 11th level, and 5d6 at 16th level. After the familiar uses its breath weapon, it can’t use it again until you complete a short or long rest.
- Fey Your Familiar becomes Fey in appearance, becomes immune to sleep or being charmed, and gains the ability to project the beguiling and fearsome presence of the fey. As an action, your Familiar can cause each creature in a 10-foot cube originating from it to make a Wisdom saving throw against your spell save DC. The creatures that fail their saving throws are all charmed or frightened by you or your familiar(your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Phantasmal The Familiar takes on a ghostly appearance, becoming resistant to bludgeoning, slashing, and piercing damage from non-magical weapons and once per day may cast the spell gaseous form on itself.
- RESILIENT THE FAMILIAR GROWS THICK SKIN LIKE THAT OF A TROLL MAKEING IT IMMUNE TO CRITICAL HITS AND GAINS REGENERATION EQUAL TO ITS CON MOD AS LONG IT HAS ATLEAST 1 HP
- Shadow The Familiar becomes undead and when in darkness or dim light all attacks that target the Familiar are made at disadvantage in addiition once per long rest the Familiar may cast the spell darkness centered on it's self.
4-Point Evolutions
- One Body You and the Familiar now share a hit points pool instead of separate you may also gain temporary hit points from up to two separate sources at one time .
- One Mind You and your Familiar now share spell slots and can cast spells of one another using the slots as normal (at will spells count as cantrips) in addition if a skill check or spell save would be made use the higher save between the two .
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