In D&D 5e, as a Pact of the Chain Warlock, I can choose an eldritch invocation that lets me speak in my own voice through my familiar called Voice of the Chain Master (PHB 111):
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Healing word is a spell with only a verbal component (PHB 249):
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
The description of verbal components in the rules of spellcasting (PHB 203) says the sound of my voice alone is what causes the magic of this spell to happen:
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion.
Say my familiar is in another room, no matter how far away. Through my familiar’s eyes, I see a target at 60 feet. From my familiar comes my own magic-infused voice. That particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion that travel to the target and heal it.
Is this possible?
Assume my familiar is afflicted with poison (the poison status is just an example). On my action, before the familiar takes further poison damage, I dismiss it.
Does the status wear off while dismissed, or does it die in the pocket dimension?
So the Feat goes:
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Can a player trigger this effect through a familiar when he speaks through it? I don’t want to deny my player this "because I said so," but it totally breaks any notion of balance for him to (for instance) send his familiar to god knows where, find someone important, pretend to be a great wizard trapped in a pseudodragons body, charm them through diplomat, then make them do god knows what.
The Find Familiar spell states, in part:
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons.
The question arising from this is:
- Is this pocket dimension different for every familiar in the world? Thus being a personal pocket dimension?
- If this is true, then it should be able to store items given by its master for safe keeping away from anyone else, as long as these are items that a familiar could carry with it. Can the familiar bring small items with it into the pocket dimension for safe keeping?
The Monster Manual says this of Sprites:
Poison Brewers. In their forest domains, sprites brew toxins, unguents, antidotes, and poisons , including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.
However the stat sheet doesn’t list proficiency in herbalism or alchemy. So, is the above quote just flavor text to explain the arrows, or could the Sprite familiar make other poisons (and possibly potions) as well based on the text above?
If so, I’d imagine it to work the same way as a character making poison and potion (1/2 the cost plus a certain amount of time, so that the Sprite doesn’t just become a poison factory).
With the most recent Sage Advice errata, find familiar can produce 27.5 gp more in sales of Sprite equipment than its own cost. Unfortunately, it takes an hour to cast and ~25 gp/hr is hardly an impressive amount of gp production.
Flock of Familiars can produce thrice the familiars in one-sixtieth the time, but I’m unsure if the equipment it creates is now permanent, real objects that stick around after the spell ends like with Find Familiar, or if the equipment created will vanish when the spell ends, thus rendering it useless for mass production.
Given that find familiar does, in fact, produce the above-stated wealth, what textual arguments can be made for and against flock of familiars similarly producing piles of equipment?
the AD&D Monster Manual (p.54) states that if an imp is within 1 mile of the "master", he/she gains an additional level of ability. What ability are they referring to?
The section on animals in the Equipment chapter (Core 294) gives prices for renting or purchasing an animal. However, we haven’t been able to find any rules for cost of animal feed or other upkeep.
How much should I charge my players for the upkeep of a mount, animal companion, or familiar? I could understand that a familiar wouldn’t have an upkeep cost since it’s magical, but it seems to me that there would be expenses for mounts and animal companions.
I recently noticed that on top of getting a great level of spell resistance and inheriting their master’s excellent base will save bonus, a Wizard’s familiar grants the Scry on Familiar (Sp) ability to its master, with the benefit "If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day". Is my mathematical intuition mistaken, or, even at level 13, will the familiar almost always block this, making it useless? It’s an SR: Yes spell and it is negated by will saves, both of which I suspect a Wizard’s familiar to be great at.
My question is about how the Flock of Familiars1 spell interacts with the Find Familiar spell.
According to the spell description of the Flock of Familiars spell:
If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.
Which would be fine if the Familiars conjured by the Find Familiar spell are equivalent to the familiars conjured by the Flock of Familiars spell, but in their respective spell descriptions the ranges for telepathic communication are 100 feet for a Find Familiar and 1 mile for a Flock of Familiars.
While your familiar is within 100 feet of you, you can communicate with it telepathically.
Flock of Familiars:
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
RAW, does this mean already having conjured a familiar through Find Familiar and then casting Flock of Familiars causes you to be worse off – during the one hour Flock of Familiars lasts – then if you had only casted Flock of Familiars?
1 From the digitally published adventure, Lost Laboratory of Kwalish