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- Raise Familiar
- 1 necromancy
- Casting Time: 1 hour
- Range: 10 feet
- Components: V S M (skeletal remains, 5 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
- Classes: Wizard
- You gain the service of a familiar, a construct that takes an animal form you have the components for: 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 an undead 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 attack and can take other actions as normal. (NEEDS EDIT)
- When the familiar drops to 0 hit points, it collapses, leaving behind its remains. It can be reanimated after a day of time.
- 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.
- As an action, you can temporarily dismiss your familiar. It collapses in a heap where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reanimate.
- You can have a number summoned equal to the amount of spell slots used for the summoning. If you cast this spell while you already have your max familiars the first summoned will collapse and it's energy will pass to the new construct.
- 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.
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