This magic item allows a caster to summon multiple familiars when casting Find Familiar. Additional familiars require saving throws or they turn into hostile Crowlocks intent on destroying the caster. Crowlocks summoned by different casters will ally and seek to summon more of their kind using the brazier.
This magic item allows a caster to summon multiple familiars when casting Find Familiar. Additional familiars require saving throws or they turn into hostile Crowlocks intent on destroying the caster. Crowlocks summoned by different casters will ally and seek to summon more of their kind using the brazier.
This magic item allows a caster to summon multiple familiars when casting Find Familiar. Additional familiars require saving throws or they turn into hostile Crowlocks intent on destroying the caster. Crowlocks summoned by different casters will ally and seek to summon more of their kind using the brazier.
This magic item allows a caster to summon multiple familiars when casting Find Familiar. Additional familiars require saving throws or they turn into hostile Crowlocks intent on destroying the caster. Crowlocks summoned by different casters will ally and seek to summon more of their kind using the brazier.
When this brass brazier (which is always hot to the touch) is used as part of casting Find Familiar (PHB Page 240), and while expending a spellslot and material components to do so as normal, the caster may summon a number of Familiars up to their Spellcasting Ability Modifier (minimum 1); each take (and remain in) the form a Raven (PHB Page 309). In combat, the familiars always take the same action and share an initiative- although they each have their own reaction and can move seperately. Any [touch range] cantrip cast through them is cast through every familiar but as if cast by a 1st level character with your Spell Attack Modifier and Spell Save DC, however any [touch range] non-cantrip must be focused through an individual familiar and a creature can only be affected by the same spell once (as per the usual spellcasting rules; although the length of many spells are Credit: "The Magic Circle" -John William Waterhouse (1886) "Instaneous", the casting through the familiar is [Public domain] "Simultaneous", so only one Shocking Grasp can hit a single target for example). For each Familiar summoned beyond the first, and whenever a Familiar is destroyed, the caster must make a Spellcasting Ability Saving Throw with a DC=10+[Number of remaining familiars] or the familiars break from the caster's conscious control of them and turn into Crowlocks, each intent on destroying the caster by whatever means necessary and always capable of telling the direction to the caster while they are on the same plane of existence. They might flee then stalk the caster and their party until a moment of exhaustion or weakness, or simply turn on the caster and their allies in Credit: https://www.freevector.com/raven, Creative Commons battle the moment they are turned away from the caster's Attribution 4.0 International, edited by removing the control. If the caster's attunement is broken this saving throw background is automatically failed. If the caster becomes unconscious, the familiars flock to their body but otherwise drop out of the initiative order, and the caster must make any further saves at disadvantage until regaining consciousness. All Crowlocks on a plane are loosely allied together, each joining up with newer groups of Crowlocks as their former masters are killed, although only the Crowlocks summoned by a caster know the direction to them. They covet Everburning Braziers, using them to summon forth more Crowlocks (each brazier can summon one Crowlock per day when used in this way by another Crowlock) and therefore these items often have a bloody past, although Crowlocks will not attempt to take the item from someone who has not attuned to it and created Crowlocks. Credit: Art Credit "Sullivan" as credited in /u/Stonestrix's post, credit /u/Stonestrix for the statistics and idea