familiar's hp equals 4xPB unless it's already higher
You can transform a willing creature (within certain limits) into your familiar
Maybe add some extra traits for additional material costs (this might be a separate thing)
Find Familiar (Revised)
1st-level conjuration (ritual)Casting Time:10 minutesRange: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, herbs or animal body parts that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes the form of a beast of your choice that is CR 1/4 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though its creature type is one of the following (your choice); aberration, celestial, construct, elemental, fey, fiend, monstrosity, plant, ooze or undead. In addition, the familiar's proficiency bonus is equal to yours and its hit point maximum is equal to four times your proficiency bonus, unless it is already higher.
Additional form choices may be available at the DM's discretion, such as non beasts. On your travels, you may encounter remarkable creatures willing to become your familiar. At the DM's discretion, you can cast this spell over the course of 8 hours to bind a willing creature to your service. The creature must be no larger than Small, must not be a humanoid, must have a CR of 1/4 or less (or up to CR 1 if you have the Pact of the Chain feature) and must remain within 10 feet of you for the entire duration. You can then summon the creature, whenever you cast this spell. If the creature wishes to leave your service, it can do so as an action, after which you can no longer summon it.
On your travels, you may encounter remarkable creatures you wish your familiar to emulate. At the DM's discretion, you can cast this spell over the course of 8 hours and study a creature. The creature must be no larger than Small, must not be a humanoid, must have a CR of 1/4 or less (or up to CR 1 if you have the Pact of the Chain feature) and must remain within 10 feet of you for the entire duration. Your familiar can then take the form of that creature when you summon it.
Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on your turn or immediately after it. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell with its own touch. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.
or just as a variant rule
Variant Find Familiar
The find familiar spell can seem underwhelming, especially at higher levels. If you wish to make the spell feel more powerful and interesting, consider making one or more of the following adjustments:
Diverse Forms. When you summon the familiar, you can choose its creature type from the following expanded list; aberration, celestial, construct, elemental, fey, fiend, monstrosity, plant, ooze or undead. The type likely reflects the nature of the familiar or its master and its appearance may change to fit its type, such as an automaton construct spider or skeletal undead cat.
Growing Familiar. The familiar's proficiency bonus is equal to yours. Its hit point maximum becomes equal to three/four times your proficiency bonus, unless it is already higher.
Quick Ritual. The casting time of the spell becomes 10 minutes.
New Allies. At the DM's discretion, you may be able to bind creatures you encounter on your travels to your service. You can spend 24 hours casting the spell while in the presence of a willing creature to bind it to your service. The creature must be no larger than Small, have a CR no higher than 1/4 (or 1 if you have the Pact of the Chain boon) and must not be humanoid. You can then summon the creature whenever you cast the spell. While serving as your familiar, the creature cannot cast spells of 1st-level or higher and must obey all the other rules of the spell. The DM decides how many creatures you can bind this way, but typically most casters will only have one creature bound in this way at a time. You may still summon the creature or another spirit in different forms using the spell. If either you or the creature wishes to end this arrangement, they can do so as an action, after which you cannot summon the creature again using the spell.
WIPAdditional Traits. You can provide additional material components when you cast the spell, to grant the familiar additional traits and benefits. See Familiar Traits* for a list of options and the components they require, these additional components are not consumed when you cast the spell. The familiar's appearance might also adjust to incorporate the additional materials, such as a weasel appearing with metal armor, a hermit crab with a shell made of metal ore or a frog sprouting mushrooms from its back.
* Probably going to be made using theseThis may require a feat/boon
Same as regular find familiar except:
Maybe add some extra traits for additional material costs (this might be a separate thing)
Find Familiar (Revised)
1st-level conjuration (ritual) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, herbs or animal body parts that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar, a spirit that takes the form of a beast of your choice that is CR 1/4 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though its creature type is one of the following (your choice); aberration, celestial, construct, elemental, fey, fiend, monstrosity, plant, ooze or undead. In addition, the familiar's proficiency bonus is equal to yours and its hit point maximum is equal to four times your proficiency bonus, unless it is already higher.
Additional form choices may be available at the DM's discretion, such as non beasts. On your travels, you may encounter remarkable creatures willing to become your familiar. At the DM's discretion, you can cast this spell over the course of 8 hours to bind a willing creature to your service. The creature must be no larger than Small, must not be a humanoid, must have a CR of 1/4 or less (or up to CR 1 if you have the Pact of the Chain feature) and must remain within 10 feet of you for the entire duration. You can then summon the creature, whenever you cast this spell. If the creature wishes to leave your service, it can do so as an action, after which you can no longer summon it.
On your travels, you may encounter remarkable creatures you wish your familiar to emulate. At the DM's discretion, you can cast this spell over the course of 8 hours and study a creature. The creature must be no larger than Small, must not be a humanoid, must have a CR of 1/4 or less (or up to CR 1 if you have the Pact of the Chain feature) and must remain within 10 feet of you for the entire duration. Your familiar can then take the form of that creature when you summon it.
Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on your turn or immediately after it. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell with its own touch. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.
or just as a variant rule
Variant Find Familiar
The find familiar spell can seem underwhelming, especially at higher levels. If you wish to make the spell feel more powerful and interesting, consider making one or more of the following adjustments:
three/four
times your proficiency bonus, unless it is already higher.WIP
Additional Traits. You can provide additional material components when you cast the spell, to grant the familiar additional traits and benefits. See Familiar Traits* for a list of options and the components they require, these additional components are not consumed when you cast the spell. The familiar's appearance might also adjust to incorporate the additional materials, such as a weasel appearing with metal armor, a hermit crab with a shell made of metal ore or a frog sprouting mushrooms from its back.* Probably going to be made using these
This may require a feat/boon