Naked Sprite Familiars?

There were two question about the new Sage Advice:

  • Does Flock of Familiars produce endless wealth in the same manner as Find Familiar?
  • What is a sprite familiar's AC?

My answer to one and comment on another is that infinite wealth from a Warlock isn’t possible because the Sprite is summoned without gear or clothes. A DM may rule otherwise (I do at the moment, but I’m wondering if it is RAW), but is there anything in the Rules of find familiar as they are Written that suggests that a Warlock’s Sprite Familiar arrives with no objects? Where is rules support for the spell creating these items in the first place. So, do the rules say they get the equipment, and if so where?

A quick relevant note to head it off, the stat blocks in the DMG are typical monsters encountered in the wild, and variations are possible. The ability to use the bow and sword doesn’t mean the one summoned has one, unless I’m mistaken.

What is a sprite familiar’s AC?

The most recent Sage Advice erratas find familiar so that familiars are now stripped naked when de-summoned. The Pact of the Chain’s Sprite familiar is initially summoned wearing leather armor, which is listed in its description as the source of its armor class. Is there a system in place for calculating what the AC is if the warlock desummons and then later resummons the sprite?

It looks like using the formula for player characters, viz. 11+Dex, would be consistent with the published dexterity, but we know that the rest of the sprite’s equipment (longsword, longbow) work differently because its a monster so I’d prefer DM-facing monster adjustment rules for this.

Does Flock of Familiars produce endless wealth in the same manner as Find Familiar

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?

Can a familiar’s greater steed(s) ‘Reincarnate’ with a Ring of Spell Storing?

Can a flock of Pegasii summoned mounts Reincarnate any humanoid with a (properly loaded) Ring of Spell Storing?

The points below are not really new per se but rather a cumulative-inductive discovery of StackExchange rulings. This is listed below:

  • A familiar &/or summoned mount can cast any spell from a Ring of Spell Storing.

  • A Ring of Spell Storing stores up to five spell-levels – thus fifth lvl max. (hence this includes Reincarnation)

  • The casting / catching of spells (specifically ‘Reincarnate’ in this case) does not seem to require components. Thus the 1000 gold worth of rare unguents is neither needed to ‘charge’ the ring, nor cast-use it.

  • Correct use of various summoning spells + Ring o’ SpellStore® allows each familiar &/or steed to have one (1) familiar + one (1) steed each, hence: Menagerie Ad nauseum.

Thus it seems that any character with previous access-planning to the right summoning and necromatic spells could have a flight of a few thousand loyal Pegasii striving to Reincarnate them (should they die).

If so: this seems impressive &/or surprising.

Are Familiars affected by weather conditions? [closed]

Since a familiar is a magical spirit (celestial/fey/fiend, albeit in a physical form), does it have any restrictions to travel in cold/hot areas for scouting purposes, or altitude of mountain air? I’m trying to use my owl familiar to scout mountains, and my DM tells me that it’s too cold and/or high for him to be able to scout. Would I have to recast and change the species of the owl to snowy, or would being a celestial owl prevent having to do this? Obviously if its too hot they burn and die, and if it gets too cold they freeze, but as a magical spirit that can travel between dimensions, where should the line be drawn? The 3e/3.5e template is way overpowered (spell resistance, etc), but this feels almost entirely too weak. How limited is a familiar by their physical form if they’re no longer considered a "beast?"

Does the range of your original familiar increase to 1 mile when you cast Flock of Familiars

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.

Find Familiar:

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

How does the Flock of Familiars spell interact with the Pact of the Chain class feature for Warlocks?

I am wondering if this interpretation of the interaction between the Pact of the Chain feature and Flock of Familiars is correct.

Pact of the Chain (emphasis mine) states:

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: Imp, Pseudodragon, Quasit, or Sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its Reaction.

Flock of Familiars (again, emphasis mine) states:

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

To put it more precisely:

Does this mean that you can summon additional (although temporary) Imps/Sprites/etc?

Note: This is not a balance question, this is RAW only please.

When you cast Flock of Familiars, is your regular familiar’s telepathy improved to match the others?

My problem is with the D&D 5e paradigm ‘spells do only as they say they do’ which if I am reading flock of familiars correct means that already possessing a familiar weakens this spell to the point where you’d have been better off not having that original familiar.

The spell description of the flock of familiars spell states (emphasis mine):

If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

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.

Whereas the spell description of the spell find familiar states (emphasis mine):

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.

This makes it seem as if the familiars summoned by flock of familiars are much, much stronger than those summoned by the regular find familiar because (1) their range is increased from 100 foot to 1 mile and (2) the flock of familiars does not state that one would be deaf and blind to their own senses. However, possessing a regular familiar does cause the Flock of Familiars spell to summon one familiar less effectively turning three strong familiars into two strong familiars and one weak familiar.

I very strongly doubt that this is the RAI and if this comes up on my table – which it might since I plan to take this spell when my wizard levels to lvl 3 – I, for one, will be arguing to give the regular familiar the same benefits for as long as flock of familiars lasts, but is this correct RAW or is it just wishful thinking of a player planning to use the spell? And is the not deaf and blind part supposed to be a benefit of flock of familiars (allowing you to see through all three’s senses at once) or is it an ommision on Wizard of the Coast’s part?

EDIT: Before anyone makes any wrong assumptions, I am not trying to rules lawyer my DM. If she says I cannot, I will not. However, we are on very good footing and I dare believe that if I ask her for those benefits that she will instantly say yes. I just don’t want to ask for those benefits unless they are actually RAI and if they are even RAW, all the better.

Is this Will’O’Wisp Homebrew Comparable to other Pact of the Chain Familiars?

For a level 3 one shot I will be playing a Warlock who made a deal with the ghost of a wizard to help find a way to revive the wizard, and by carrying soot from the wizard’s final resting place in a locket, they stay near me and give me warlock powers. Because of this, I thought it’d be cool to have a ghost familiar through Pact of the Chain and since no ghost-like undead are CR 1, I decided to nerf a Will’O’wisp from CR 2 to 1.

For reference, here’s the original Will’O’Wisp and here are the Quasit and the Imp which are CR 1 creatures available through Pact of the Chain.

Is the following Will’O’Wisp homebrew comparable, or at least less powerful that other familiars at level 3? The two skills were added to flavour the creature as a wizard’s ghost and to give some utility outside of combat.

Will’O’Wisp

tiny celestial (since the Find Familiar spell only creates fiends, fey, and celestials, not undead)


Armor Class 13

Hit Points 10

Speed 0 ft, fly 40 ft (hover)


STR 1 (-5) Dex 15 (+2) CON 10 (+0) INT 16 (+3) WIS 12 (+1) CHA 11 (+0)


Skills: Arcana +5, History +5

Damage Resistance: necrotic; thunder; bludgeoning, piercing, and slashing from non-magical attacks

Damage Immunities: lightning, poison

condition Immunities: grappled, poisoned, prone, restrained

Senses: darkvision 120 ft, passive perception 11

languages: common

challenge: hopefully 1 (200 XP)


Ephemeral. The will-o’-wisp can’t wear or carry anything.

Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.


Actions:

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage.

Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).