Better name?
Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Familiar Spells table. These spells count as witch spells for you, but they don't count against the number of witch spells you prepare.
Familiar Spells
Witch Level.1st | Speak With Animals, Find Familiar3rd | Beast Sense, Summon Beast5th | Conjure Animals7th | Conjure Woodland Beings, Polymorph9th |At 2nd level, you gain proficiency in the animal handling skill if you don't already have it.
In addition, you can use Intelligence in place of Charisma when making an animal handling check.
At 2nd level, you can cast the find familiar spell without providing material components. When you cast the spell, you can choose one of the normal forms for your familiar, or you can choose the Witch's Familiar stat block. If you use this stat block, you choose an archetype; aide, scout or warrior. The chosen archetype determines certain traits in its stat block. The stat block also uses your proficiency bonus (PB) in several places.
Additionally, you can use an action or bonus action to command the familiar to use its reaction to make one attack of its own.
Starting at 6th level, if you are within 30ft of your Witch's Familiar and you cast a witch cantrip or spell of 3rd-level or lower that requires concentration and does not have a range of self, you can have your familiar concentrate on the spell rather than you. You maintain control of the spell and can command the familiar to end concentration at any point (no action required). The spell ends early if the familiar is ever more than 30 feet from you, if you dismiss it, or the familiar's concentration is broken.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses each time you finish a long rest.
Starting at 6th level, you gain an additional spirit feature to use with your Invoke Spirits feature:
Spirit of Concentration. When you cast a witch spell or cantrip that requires concentration an your Witch's Familiar is within 30 feet of you, you can expend 2 spirits to have the familiar concentrate on the spell rather than you. You maintain control of the spell and can command the familiar to end concentration at any point (no action required). The spell ends early if the familiar is ever more than 30 feet from you, if you dismiss it, or the familiar's concentration is broken.
Starting at 14th level, when you cast a spell with a range of up 30 feet, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it 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.
2 familiars
Swap places and forms with your familiar
Spell focused form? (e.g. can deliver ranged spells, adv. on conc.)
Dark Sight (Scout only). The familiar has darkvison out to 120 feet and can see through magical darkness.
Guardian (Aide Only). Creatures you choose within 5 feet of the familiar benefit from its Magic Resistance trait.
Magic Resistance. The familiar has advantage on saving throws against spells and other magical effects.
Magic Strikes (Warrior Only). The familiar's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Roamer (Scout Only). The familiar's speed increases by 10ft.
Shapechanger. When you summon the familiar, you choose its physical appearance so that it resembles a tiny or small creature (typically a beast) of your choosing. Its statistics remain the same, except you choose its size (Tiny or Small) and you can grant it one additional speed that is equal to its walking speed. This additional speed is your choice of climbing, swimming or flying. The familiar can also use an action to change its form in the same way.
Unusual Nature. The familiar does not need to eat, drink or breathe.
Natural Weapons. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB bludgeoning, piercing or slashing damage (choose when using Shapechanger trait).
Invisibility (Scout Only). The familiar magically turns invisible until it attacks, delivers a spell you cast or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.
Ranged Aid (Aide only). The familiar can use the Help action to aid a creature making an ability check, or aid allies in attacking a creature, that it can see up to 30 feet away.
Multiattack (Warrior Only). When you use an action to command the familiar to make an attack, the familiar can make two attacks instead of one. If you use a bonus action, the familiar still only makes one attack.
Uncanny Dodge (Scout only). When the familiar takes damage, it can use a reaction to half the damage it takes from this source.