Spell: Greater Familiar Pact

by Silvors

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Form Familiar Pact

5th Level Conjuration


  • Casting Time: 8 Hours
  • Range: 10 Feet
  • Components: V, S, M (250 GP worth of incense, charcoal, and herbs that are tossed into a golden brazier)
  • Duration: Instant

You gain the service of a creature, turning it into your familiar. As part of casting the spell, you speak of things you want your familiar to possess, such as soft fur, flight, or a cheerful personality. The more features you list, the less likely they are to appear. During the ritual, the smoke of the brazier's flame condenses into a Creature of CR 1 or lower of size small or smaller Fey, Fiend, Elemental, Dragon, Undead, Monstrosity, Celestial, or Construct or a Beast of size Medium or smaller that meets at least some of the criteria you described and is native to the plane you are on appears and becomes your familiar. A creature who becomes your familiar has its Intelligence increased to 8, unless its Intellgience is already 8 or higher. Alternatively, you can perform this spell with a willing creature who meets the above criteria and they can become your familiar.

Your familiar acts independently of you, but is friendly to you and will try its best to obey your commands, unless they go against its nature. In combat, it acts on your turn. A familiar can’t attack, but it can take other actions as normal. If your Familiar has can cast an offensive spell; the spells Find Familiar, Flock of Familiars, Find Steed, Find Greater Steed, or this spell; any instances of those spells are replaced by a spell of equal level that is thematically appropriate for the creature which is selected by the DM.

When the familiar drops to 0 hit points, it disappears automatically to its pocket dimension. While it is at 0 hit points, it may not regain hit points by any means and any further damage will permanently kill it and break your bond. You may cast the spell again to revive it. If you cast the spell to revive it, it only requires 100 gp worth of incense, charcoal, and herbs.

While your familiar is on the same plane of existence as you, you may communicate with it telepathically. Additionally, as an action while your familiar is within 1,000 feet of you, 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. You always know where your familiar is, even if it is on a different plane of existence.

As an action, you can temporarily dismiss your familiar. 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 45 feet of you.

You can’t have more than one familiar at a time. If you attempt to cast the spell while you have a familiar from the Find Familiar spell, either it becomes your new familiar (in a form similar to its current one) or it ceases to be your familiar. If you cast Find Familiar while you have a familiar from this spell, Find Familiar fails to work. If you cast this spell while you already have a familiar, you instead cause it to fully regain any of its hit points. When using the spell to heal your familiar, provided that it has more than 0 hit points, you do not have to pay the spell's gold cost.

When you cast a spell with a range of touch or self, 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.

Finally, this pact is a mutual bond between you and your familiar. At any time, you or your familiar may choose to break this pact. Upon doing so, the familiar returns to its home plane and is no longer your familiar. If your familiar broke the pact, it leaves behind 125 GP in valuable materials that can be found on its native plane. Once the pact is broken, you may cast the spell again to get a new familiar or to form a new pact with your former familiar, if you can find and convince it.

Pact of The Chain Warlocks gain this spell automatically once they have the ability to cast 5th level spells. It does not count against their number of spells known. They can cast this spell once per day as part of their long rest without expending a spell slot or spending any gold. A Pact of The Chain Warlock who gains a familiar through this spell can get one of CR 2 or lower. The Warlock's familiar can either be native to the plane the warlock is currently on- though corrupted by the Warlock's patron with its creature type changed accordingly- or it can be a creature somehow related to the Warlock's patron. Regardless of what the familiar is, it will be fiercely loyal and obedient. A Pact of the Chain Warlock's familiar cannot willingly end the Familiar bond however the Warlock still can.

 

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