familiar_abilities:
- desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a
    swim Speed).
  name: Amphibious
- desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
  name: Burrower
- desc: It gains a climb Speed of 25 feet.
  name: Climber
- desc: Choose one type of save. It takes no damage when it succeeds at that type
    of save; this doesn’t prevent effects other than damage.
  name: Damage Avoidance
- desc: It gains darkvision.
  name: Darkvision
- desc: Increase one of the familiar’s speeds from 25 feet to 40 feet.
  name: Fast Movement
- desc: It gains a fly Speed of 25 feet.
  name: Flier
- desc: It can understand and speak with animals of the same species. To select this,
    your familiar must be an animal, it must have the speech ability, and you must
    be at least 6th level.
  name: Kinspeech
- desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your
    familiar must be in your space. This has the same cost and requirementas if you
    used it. It must have the manual dexterity ability to select this.
  name: Lab Assistant
- desc: It can use up to two of its limbs as if they were hands to use manipulate
    actions.
  name: Manual Dexterity
- desc: It gains scent (imprecise, 30 feet).
  name: Scent
- desc: It understands and speaks a language you know.
  name: Speech
flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars
  were originally animals, though the ritual of becoming a familiar makes them something
  more. You can choose a Tiny animal you want as your familiar, such as a bat, cat,
  raven, or snake. Some familiars are different, usually described in the ability
  that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant
  instead of an animal, formed from a minor nature spirit.
master_abilities:
- desc: You can prepare an additional cantrip, or if you have a repertoire, instead
    designate a cantrip to add to your repertoire every time you select this ability;
    you can retrain it but can’t otherwise change it. You must be able to prepare
    cantrips or add them to your repertoire to select this.
  name: Cantrip Connection
- desc: Your familiar grows extra infused reagents on or in its body. You gain an
    additional batch of infused reagents. You must have the infused reagents ability
    to select this ability.
  name: Extra Reagents
- desc: Once per day, your familiar can use 2 actions with the concentrate trait to
    regain 1 Focus Point, up to your usual maximum You must have a focus pool to select
    this.
  name: Familiar Focus
- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the
    concentrate trait, you can take the damage. If you do, you take all the damage
    and your familiar takes none. However, if special effects when a hit damages your
    familiar (such as snake venom) still apply to your familiar.
  name: Lifelink
- desc: You gain one additional spell slot at least 3 levels lower than your highest-level
    spell slot; you must be able to cast 4th-level spells using spell slots to select
    this master ability.
  name: Spell Battery
- desc: If your familiar is in your space,you can cast a spell with a range of touch,
    transferits power to your familiar, and command thefamiliar to deliver the spell.
    If you do, the familiaruses its 2 actions for the round to move to a targetof
    your choice and touch that target. If it doesn’treach the target to touch it this
    turn, the spell has no effect.
  name: Spell Delivery
rules_texts:
- text: Familiars have the minion trait, so during an encounter, they gain 2 actions
    in a round if you spend an action to command them. If your familiar dies, you
    can spend a week of downtime to replace it at no cost. You can have only one familiar
    at a time.
  title: ''
- text: Your familiar’s save modifiers and AC are equal to yours before applying circumstance
    or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers
    are equal to your level plus your spellcasting ability modifier (Charisma if you
    don’t have one, unless otherwise specified). If it attempts an attack roll or
    other skill check, it uses your level as its modifier. It doesn’t have or use
    its own ability modifiers and can never benefit from item bonuses.
  title: Modifiers and AC
- text: Your familiar has 5 Hit Points for each of your levels.
  title: Hit Points
- text: Your familiar is Tiny.
  title: Size
- text: Your familiar has low-light vision and can gain additional senses from familiar
    abilities. It can communicate empathically with you as long as it’s within 1 mile
    of you, sharing emotions. It doesn’t understand or speak languages normally, but
    it can gain speech from a familiar ability.
  title: Senses
- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose
    one upon gaining the familiar). It can gain other movement types from familiar
    abilities.
  title: Movement
- text: Each day, you channel your magic into two abilities, which can be either familiar
    or master abilities. If your familiar is an animal that naturally has one of these
    abilities (for instance, an owl has a fly Speed), you must select that ability.
    Your familiar can’t be an animal that naturally has more familiar abilities than
    your daily maximum familiar abilities.
  title: Familiar and Master Abilities
