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5e awaken familiar
5e awaken familiar











5e awaken familiar

However, tressym were themselves immune to apparently every known kind of poison, suffering no ill effects whatsoever. Finally, through either taste, touch, or scent, they could also detect poisons that were harmful to the sentient folk of the world.

5e awaken familiar

Furthermore, they had the ability to sense invisible creatures and objects up to 90 feet (27 meters) away. To see in the dark, they possessed infravision or darkvision, as well as the ability to see in low-light conditions. First, they had the cat's native ability to find and follow a scent. Ĭombining the sensory abilities of the cat and the owl and a magical beast, the tressym was equipped with a number of natural and supernatural senses. Traits Ī tressym was classified as a magical beast. They were widely considered to be cute or beautiful. The fingers of their wings could end in ornate feathers with circular designs rather like the "eyes" of a peacock's plumage.

5e awaken familiar

Some tressym had owl-like faces with tufts of fur at the points of their ears. The majority were short-haired, with black, gray, or tabby fur. Tressym were fluffy and their coat varied in color and length as much as regular cats. These wings had a maximum wingspan of 3 feet (0.91 meters). However, the leathery membranes between these bones were covered in feathers. Įxtending from their well-muscled shoulders, these wings were formed like a bat's, being divided into arc-segments by hollow elongated "finger" bones.

5e awaken familiar

Their primary feature was of course their wings. Tressym could also have impressive wing designs.Ī tressym resembled a small cat, roughly the size of a common housecat, and growing up to 2 feet (61 centimeters) long from nose to tail. 8.4.6 Organized Play & Licensed Adventures.If the spell requires an attack roll, you use your attack modifier for the roll. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. Your familiar transforms into the chosen creature.įinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Choose one of the forms from the above list. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. You can't have more than one familiar at a time. 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.













5e awaken familiar