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☄️5e - Find Familiar☄️
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School: Conjuration Level: 1 Casting Time: 1h [R] Range/Area: 10 ft. Components: V, S, M (burning incense worth 10+ SP, which the spell consumes) Duration: Instantaneous Concentration: Attack/Save: Spell List: Arcane,Divine,Occult,Primal
You gain the service of a familiar, a spirit that takes the form of a tiny creature of your choice, with a creature type of your choice (except Giant and Humanoid). It manifests in an unoccupied space that you can see within range and uses the 🐺Familiar stat block. When you cast the spell, choose an ability: Climbing, Flying, or Swimming, which determines certain details in the familiar’s stat block. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection: While your familiar is within 100 feet of you, you can communicate with it 🗣️Telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat: The familiar is an ally to you and your allies. It acts during your turn. A familiar can’t 🎲Attack, but it can take other ⚔️Actions as normal.
Disappearance of the Familiar: When the familiar drops to 0 💖Hit Points, it disappears. It reappears after you cast this spell again. As a ☄️Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a ☄️Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 💖Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only: You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Familiar 5e
Tiny Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant, or Undead | CR 0Armor Class: 12
Hit Points: 1 (1d4 -1)
Initiative: +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| -5 | +2 | -1 | -3 | +1 | -3 |
Skills: Perception +5, Stealth +5
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Telepathy 100 ft. (works only with you)
Traits
Amphibious (Swimming Only): The familiar can breathe air and water.
Flyby (Flying Only): The familiar doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Spider Climb (Climbing Only): The familiar can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
| Attacks | Attack Bonus | Save DC | Speed |
|---|---|---|---|
| 1 | +4 | 12 | 30 ft., Climb 30 ft. (Climbing only), Fly 60 ft. (Flying only), Swim 30 ft. (Swimming only) |
Natural Weapon: Melee, 1 Bludgeoning, Piercing, or Slashing.
Quelle
Quelle/Inspiration
Player’s Handbook 2024