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<blockquote data-quote="DeviousQuail" data-source="post: 9669788" data-attributes="member: 7025431"><p>In my experience reading about witchcraft a familiar and a fetch are two different things. A familiar is a spirit, most often in the form of an animal, that a witch bonds with. They work together, but the familiar is always it's own being with their own distinct personality. Whereas a fetch is more like a spirit or reflection of the witch that has always been there since birth. The fetch is only revealed through journeying and growth. If it's ever revealed at all. (Please note, I'm not an expert on the matter so correct me if I'm wrong)</p><p></p><p>Assuming I'm not talking completely out of my backside, I think you can use this as two different features.</p><p></p><p>Familiar's Aid (1st level): you can cast find familiar without using components a number of times per day equal to your prof bonus (maybe 1/2 prof bonus?). Obviously, the spell should be in their spell list. Now witches can save spell slots and ensure they have their familiar for other benefits down the line. </p><p></p><p>Witch's Familiar (2nd or 3rd level): they get extra hp (2 or 3 times your witch level) and you can imbue/bless them with one power. Size change, cast any witch spell through them, act as a focus, etc are all pretty good. </p><p></p><p>Subclass: each subclass gives an additional power or enhances an existing one that you can put on your familiar. Just like CD for clerics and paladins. Mechanically, I'm thinking full pet, battlefield helper, extra healing, skill booster, thought detector, and craft helper. These don't have to be the main focus of each subclass, but they can be. </p><p></p><p>Fetch (Level 2 or 3): your fetch grants you the following spells that are always prepared: dissonant whispers, enthrall, spirit guardians, polymorph, and dream. All have saves attached to them.</p><p></p><p>Fetch Revealed (level 5 or 6): You can reveal your fetch to hinder your targets when you cast a fetch spell. When you do choose one target of the spell, they have disadvantage on the save. Either this ability needs a usage limit or the witch takes a risk in using it. Save or take exhaustion, the next damage you take reduces your max hp too, or something like that.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9669788, member: 7025431"] In my experience reading about witchcraft a familiar and a fetch are two different things. A familiar is a spirit, most often in the form of an animal, that a witch bonds with. They work together, but the familiar is always it's own being with their own distinct personality. Whereas a fetch is more like a spirit or reflection of the witch that has always been there since birth. The fetch is only revealed through journeying and growth. If it's ever revealed at all. (Please note, I'm not an expert on the matter so correct me if I'm wrong) Assuming I'm not talking completely out of my backside, I think you can use this as two different features. Familiar's Aid (1st level): you can cast find familiar without using components a number of times per day equal to your prof bonus (maybe 1/2 prof bonus?). Obviously, the spell should be in their spell list. Now witches can save spell slots and ensure they have their familiar for other benefits down the line. Witch's Familiar (2nd or 3rd level): they get extra hp (2 or 3 times your witch level) and you can imbue/bless them with one power. Size change, cast any witch spell through them, act as a focus, etc are all pretty good. Subclass: each subclass gives an additional power or enhances an existing one that you can put on your familiar. Just like CD for clerics and paladins. Mechanically, I'm thinking full pet, battlefield helper, extra healing, skill booster, thought detector, and craft helper. These don't have to be the main focus of each subclass, but they can be. Fetch (Level 2 or 3): your fetch grants you the following spells that are always prepared: dissonant whispers, enthrall, spirit guardians, polymorph, and dream. All have saves attached to them. Fetch Revealed (level 5 or 6): You can reveal your fetch to hinder your targets when you cast a fetch spell. When you do choose one target of the spell, they have disadvantage on the save. Either this ability needs a usage limit or the witch takes a risk in using it. Save or take exhaustion, the next damage you take reduces your max hp too, or something like that. [/QUOTE]
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