| Post/Author/DateTime | Post |
|---|---|
| #1FitzMojoBobSep 16, 2014 18:49:22 | And so begins the tinkering.
Duration: Instantaneous
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. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again
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 a pocket dimension 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.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form.Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the !spell. Your familiar must be within 100 feet of you, and Tit 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.
There's so much wrongness here that I may as well just rewrite the whole thing. I suspect that this won't be the only new spell definition I'll have problems with, but one step at a time. |
| #2KallasSep 16, 2014 22:53:47 | ....ok. Have fun. |
| #3AaronOfBarbariaSep 17, 2014 1:12:34 | As a fellow old school player and fan of familiars through the ages, might I suggest you try it before you condemn it? I mean, if you aren't open to trying out new ways for things to work... why even bother with a new edition in the first place? |
| #4Captain_KoboldSep 17, 2014 2:56:34 | I'm not sure that it does mess with the original idea of familiar spirits. Generally the basis was a spirit servant sent by the devil that could take the form of an animal. The 5e spell covers the idea of the "single spirit, many forms" quite well. The form that the spirit embodied was often said to reflect the personality of its master.
It may be reluctant to put its temporary body at risk, but it will obey its master in the end.
Its a creature with 1 or 2 hit points needing to get into melee to deliver a spell. If it gets hit with an AoE, opportunity atttack, or pretty much anything else, it costs a spell slot and time to restore in addition to the spell it was delivering. |
| #5TimboramaSep 17, 2014 8:23:14 | Back in my day, WE DIDN'T PICK OUR FAMILIARS! We got what the DM or the dice gave us, AND WE WERE HAPPY WITH IT!
We also couldn't hide our familiars using our precious action resources, despite the fact that if they died, we suffered huge penalties. BUT WE LIKED IT AND SAID "Thank you DM, may I have another?" when the familiar was caught in a Fireball blast. In my pocket. I gladly spent (another) 100g after waiting a year and a day. THEN the adventure could continue
In my day, familiars were reluctant to do dangerous things. Kinda like they can be now, but dang it, the rules don't say so!
In my day, they had the ability to share spells AND deliver touch spells. BUT I NEVER USED IT!
BACK AND FORTH, BOTH WAYS!
(honestly though, I do like your idea of finding a familiar's vessel. If you want that owl, you better catch one! Though this wouldn't work with Warlocks, but you can probably get one via your Patron anyway...) |