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Familiar Contract Mechanics Explained

The document describes how to create a familiar contract to bind a small or tiny non-humanoid creature up to CR1 as a familiar. An unwilling creature may resist the contract through Charisma saves. The familiar acts independently but obeys commands, and can be temporarily or permanently dismissed. It can deliver touch spells for the caster within 100 feet using its reaction.

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Ethan Macwilliam
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0% found this document useful (0 votes)
5 views1 page

Familiar Contract Mechanics Explained

The document describes how to create a familiar contract to bind a small or tiny non-humanoid creature up to CR1 as a familiar. An unwilling creature may resist the contract through Charisma saves. The familiar acts independently but obeys commands, and can be temporarily or permanently dismissed. It can deliver touch spells for the caster within 100 feet using its reaction.

Uploaded by

Ethan Macwilliam
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

You bind the service of a creature creating a familiar contract.

It may be any
small or tiny, Non-humanoid, creature up to CR1.

An unwilling creature may make a Charisma Save. Failure allows the contract to
form, if it fails by 5 or more the creature is effectively charmed by you, other
wise it may continue to resist orders. Each time you summon it, the resisting
creature may save against your command, 3 successes in a row and it may break free
of the contract. Failing 3 saves in a row locks the contract to be permanent.

You can't have more than one familiar at a time. If you successfully cast this
spell while you already have a familiar, your previous familiar contract ends.

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.

When the familiar drops to 0 hit points, it disappears into the ethereal plane
leaving behind no physical form. It reappears after you cast Find Familiar or this
spell again. Killing your own familiar may reset its Charisma Save cycle with one
automatic success.

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 disappears into the
ethereal plane where it awaits your summons. 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.

Finally, when you cast a spell with a range of touch or self, your familiar can
channel 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.

Casting at 5th level increases CR max to 2, 7th level to CR3, 9th level to CR4 and
increases the size limit to Medium

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