Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
V, M *
Duration
1 Day
School
Transmutation
Attack/Save
None
Damage/Effect

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 castThe 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.
  • 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 listThe 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 .
* - (A gem figurine of your Familiar worth at least 100 GP)

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Silverbain

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