Witch's Familiar (spell)

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2-point conjuration (ritual)
Casting time:  1 hour
Range:  10 feet
Components:  V, S, M (100 rupees' worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration:  Until dispelled

You gain the service of a familiar, a spirit that takes an animal form you choose. The form can be any Tiny beast, so long as it has a challenge rating of 0 or 18. A list of options is below, but your DM might enable additional options.
     Although your familiar is loyal and obedient to you, it is controlled by the DM. You can use your bonus action to telepathically command your familiar, in which case you control it completely until the start of your next turn unless you immediately use this bonus action again.
     In combat, your familiar acts on your turn, and always shares its initiative with you. It can't attack but can take other actions as normal. If you do not use your bonus action to give it direct orders to take during your turn, it moves and acts at the end of your turn. Under normal circumstances it will follow you and take the Dodge action. You always fully aware of your familiar's statistics, including how many heart points it has remaining.
     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 a bonus action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As a bonus action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
     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.
     If the familiar drops to 0 heart points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
     You can't have more than one familiar or companion at a time; this includes any companion from other effects such as the conjure fairy familiar spell or the beastmaster's Creature Companion. If you cast this spell while you already have a familiar, you instead replace your familiar's forms and capabilities with those provided by this spell. Choose one of the forms from the list below. Your familiar transforms into the chosen creature.
1st-level conjuration (ritual)
Casting time:  1 hour
Range:  10 feet
Components:  V, S, M (100 rupees' worth of charcoal, incense, and herbs that must be consumed by fire)
Duration:  Until dispelled

You gain the service of a familiar, a spirit that takes an animal form you choose. The form can be any Tiny beast, so long as it has a challenge rating of 0 or 18. A list of options is below, but your DM might enable additional options.
     Although your familiar is loyal and obedient to you, it is controlled by the DM. You can use your bonus action to telepathically command your familiar, in which case you control it completely until the start of your next turn unless you immediately use this bonus action again.
     In combat, your familiar acts on your turn, and always shares its initiative with you. It can't attack but can take other actions as normal. If you do not use your bonus action to give it direct orders to take during your turn, it moves and acts at the end of your turn. Under normal circumstances it will follow you and take the Dodge action. You always fully aware of your familiar's statistics, including how many heart points it has remaining.
     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 a bonus action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As a bonus action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
     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.
     If the familiar drops to 0 heart points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
     You can't have more than one familiar or companion at a time; this includes any companion from other effects such as the conjure fairy familiar spell or the beastmaster's Creature Companion. If you cast this spell while you already have a familiar, you instead replace your familiar's forms and capabilities with those provided by this spell. Choose one of the forms from the list below. Your familiar transforms into the chosen creature.
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The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]