Kryx RPGThemesMonsters
(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you gain the service of a familiar, a piece of you that takes an animal form you choose: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, sprite, weasel, or any Tiny or smaller beast of challenge rating 0.

Appearing in an unoccupied space within 9 meters, the familiar has the statistics of the chosen form, though its health is increased by 5 and it is a celestial, a fey, or a fiend (celestial if you are good or neutral, fiend if you are evil).

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. If you don’t issue any commands to your familiar, it defends itself from hostile creatures but otherwise takes no actions. A familiar can’t attack, but it can take other actions as normal.

While your familiar is within 35 meters of you:

  • Your familiar has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • You can communicate with each other telepathically.
  • 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. While perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. During this time, you are deaf and blind with regard to your own senses.
  • 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 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.

As an action, you can temporarily dismiss your familiar if it is within 9 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 9 meters of you.

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 from the above list.

When the familiar drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack roll against the killer.

Augment

You can increase your familiar’s health by 5 for each additional mana or psi expended.