

The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. Senses Darkvision 60ft, passive Perception 8īlood Frenzy.The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
CONJURE FAMILIAR 5E PLUS
Hit: 1 (1d1) piercing damage plus 4 (2d4)poison damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Senses Blindsight 10ft, passive Perception 10īite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Senses Darkvision 120ft., passive Perception 13įlyby.After releasing the ink, the octopus can use the Dash action as a bonus action. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. Ink Cloud (Recharges after a Short or Long Rest). The target is grappled (escape dc 10) Until this grapple ends, the octopus can't use its tentacles on another target Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The octopus has advantage on Dexterity (Stealth) checks made while underwater. While out of water, the octopus can hold its breath for 30 minutes. Senses Darkvision 30ft., passive Perception 12.Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Senses Darkvision 30ft, passive Perception 9īite.

The hawk has advantage on Wisdom (Perception) checks that rely on sight. The frog can breathe air and water Actions

Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. The bat has advantage on Wisdom (Perception) checks that rely on hearing. The bat can't use its blindsight while deafened.

As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Alternatively, you can dismiss it forever. It disappears into a pocket dimension where it awaits your summons. During this time, you are deaf and blind with regard to your own Senses.Īs an action, you can temporarily dismiss your familiar. 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. While your familiar is within 100 feet of you, you can communicate with it telepathically. It reappears after you cast this spell again. When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. A familiar can't Attack, but it can take other actions as normal. In Combat, it rolls its own initiative and acts on its own turn. Your familiar acts independently of you, but it always obeys your commands. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast. You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier).D&D Fifth edition - Familiars Find Familiar
