Find Familiar
Find Familiar
1st level Conjuration (ritual)
Casting Time: 1 minute hour
Range: 10 feet
Component: VSM (5 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: 1 hour Instantaneous
You gain the service of an otherworldly spirit, which manifests as a little animal in an unoccupied space of your choice within range. This creature uses the Otherworldly Familiar stat block. If you already have a familiar from this spell, that familiar transforms into the new one but retains its memories; you don’t get a second familiar. Whenever you cast the spell, choose the familiar’s creature type: Celestial, Fey, or Fiend. Also choose an environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog—that is native to the chosen environment. Both choices—creature type and environment— determine certain traits in the stat block.
Remote Viewing. 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.
Spell Transference. 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.
Dismissal. 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 completely to end the spell early forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space you can see within 30 feet of you.
Combat. The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack. If you don’t issue any commands, the familiar takes the Dodge action and uses its Move to
avoid danger.
Disappearance of the Familiar. The familiar disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.
Spell Lists. Druid (Wildling Favor), Ranger, Wizard, Warlock (Pact of the Chain)
Otherworldly Familiar Stat Block –
Tiny Celestial, Fey, or Fiend (choose when casting the spell), Neutral
Armor Class 14+2 (land only) (natural armor)
Hit Points 6 + 2 (land only) (the familiar has 2 Hit Dice [d4s])
Speed 45 ft (land only), 10 ft (air and water only)., Climb 45 ft (land only), Fly 30ft. (air only), Swim 45ft. (water only)
STR 3 (-4) Dex 14 (+2) Con 10 (+0) Int 10 (+0) Wis 14 (+2) Cha 8 (-1)
Senses Darkvision 60 ft., passive Perception 12+caster’s proficiency
Skills Stealth (2+caster’s proficiency), Perception (2+caster’s proficiency)
Languages Can understand all languages the caster knows
Proficiency Bonus equal to the caster’s proficiency bonus
Amphibious (Water only). The familiar can breathe air and water.
Evasive. The familiar doesn’t provoke attacks of opportunity when moving within or out of an enemy’s reach.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
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. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. 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. 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.
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.
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 adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
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 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.