You get a familiar to serve you. Use the following animals as the prototype to choose the appearance of the demon pet’s essence: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (food) Mermaid quipper), rat, raven, sea horse, spider, weasel.

Find Familiar 5e

Level: 1st

Classes: Wizard

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M

Duration: Instantaneous

The familiar appears in an unoccupied space within the casting distance. Although it has the selected creature attribute data, its type is celestial creature, fine creature or demons (you choose) instead of beasts.

Your familiar can act independently of you, but it will always follow your command. In battle, it rolls first for itself and acts in its own turn. The familiar cannot attack, but it can perform other actions as usual.

The familiar disappears when its HP drops to 0 without leaving any physical remnants, but it will reappear after you recast the spell. When your familiar is within 100 feet of you, you can communicate with it.

In addition, you can switch your vision and hearing to the senses of the familiar with one action, and it will last until your next turn. During this period, you also enjoy the special senses of the familiar, and your own senses are equivalent to being deaf and blind.

You can temporarily dismiss your familiar with one action. At this time it will enter a small plane waiting for your re-summoning. Or, you can choose to dissolve it permanently. When temporarily disbanded, you can use an action to summon it to appear in any unoccupied space within 30 feet.

You cannot have more than one familiar at the same time. If you cast this spell while you already have a familiar, you can choose a new form for the existing familiar (select from the list above).

In addition, when you cast a spell whose cast range is within reach, your familiar can help you pass the spell, and its effect is as if the spell was cast by the familiar. At this point, your familiar must be within 100 feet of you, and it must be able to perform reactions to pass spells. If the passed spell requires an attack roll, the roll will use your own attack modifier.