Improved Familiar (5e Spell)
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|3rd-level Conjuration (ritual)|
|Casting time:||1 Action|
|Components:||V,S,M (25 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)|
You gain the service of an improved familiar, a spirit that that takes the form of a standard familiar or any one of the following creatures: imp, pseudodragon, quasit, sprite, or tressym. It gains an Intelligence score of 12 if it's not 12 or higher already, and its Wisdom and Charisma scores increase by 4. It appears in an unoccupied space within range and has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type.
Your improved familiar acts independently of you, but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. An improved familiar cannot use the Attack action, but can use other abilities as normal. Additionally, it gains the ability to use three cantrips and one 1st-level spell, which you teach it when you first summon it. These spells can be any that you know, but they cannot deal damage or take away control of a subject (such as with charm person). They can cast the 1st-level spell once before requiring a short or long rest. Wisdom is their spellcasting ability.
As a bonus action, you can temporarily dismiss your improved familiar. It disappears into a pocket dimension where it awaits your call. You can recall your improved familiar as a bonus action as well, upon which it reappears in any unoccupied space within 30 feet of you.
You can communicate telepathically with your familiar as long as they are within 1 mile of you, and they can speak any language that you can speak plus any listed in their entries.
You cannot have more than one familiar at a time, regardless of type. If you cast this spell while you already have any type of familiar, you instead cause it to adopt a new form.
In all other ways your improved familiar functions as described by the find familiar spell.
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