Hybrid
As a bonus action, if your familiar is within 5 feet of you, you can meld with it, transforming into a magical hybrid. For the next minute, you gain the following benefits:
- You gain temporary hit points equal to your familiar’s hit points.
- Your AC equals 10 + your Dexterity modifier + your Charisma modifier, as long as you aren’t wielding a shield. You can use this calculation to determine your AC if the armor you wear would leave you with a lower AC.
- You gain two natural melee weapons, corresponding to your familiar’s attacks. You are proficient with these weapons, and use Charisma for their attack and damage rolls. On a hit, these natural weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice).
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
- You can use any action or movement your familiar possesses.
This transformation lasts for 1 minute or until you dismiss it on your turn (no action required). When it ends, your familiar is dismissed, and you can’t summon it again until you finish a short or long rest.

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