You gain the service of a real-world animal companion CR 1/2 or below, who gains all benefits as the original find Familiar Spell. An unwilling creature may make a Charisma Save. This companion will keep its original form. To command the creature, the caster must make a DC 20 Animal Handling check, If the creature was unwilling the DC is 25. If the caster fails, the animal will behave normally as if it is a pet or wild animal.
If the CHA save is successful: The creature is not bound to the contract and this spell can not be used on this creature again.
If it fails by 5 or more the creature is effectively charmed by you, otherwise, it may continue to resist orders. Each time you summon it, the resisting creature may save against your command, 3 successes in a row and it may break free of the contract. Failing 3 saves in a row locks the contract to be permanent.
During each long rest, the caster may spend time training the companion to lower the DC of the Animal Handling Check. They will spend the awake hours of a long rest to train the animal, making an animal handling check, the DC is the already determined DC -5. If the animal handling check is above the DC -5, the overall DC decreases by 2. When the Animal Handling reaches 10, the companion is fully trained and will obey your commands. When trained, 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.
This spell can only be cast as a ritual and is meant for the Summoner Sorcerer Homebrew Class I have/will create.
When your familiar is fully trained and, while it is within 100, 125 (5th), 150 (10th) 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 about 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 successfully cast this spell while you already have a familiar, your previous familiar contract ends.
When the companion drops to 0 hit points, it dies. You can also dismiss the companion at any time as an action, causing it to leave you, and your services. In either case, casting this spell again binds a new companion to you.
Finally, 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, 125 (5th), 150 (10th) 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.
If Cast At Higher Levels: If cast at LVL 4 your animal companion can be CR 1 beast or lower. If cast at LVL 4 your animal companion can be CR 1 or lower. If cast at LVL 6 your animal companion can be CR 2 or lower. If cast at LVL 9 your animal companion can be CR 3 beast or lower.
At your DM's discretion, your companion can be something other than a beast.
* - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)Previous Versions
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