You summon three familiars* as if using the find familiar spell. All of them are the same type (celestial, fey, or fiend). If you already have a familiar, it acts as if it were summoned by this spell for the duration, and you only summon two familiars.
These familiars can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
You can cast a touch spell through only one familiar per turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
* - bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel
* - which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.
The target must succeed on an Intelligence saving throw or take 1d6* psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
*This spell’s damage increases by 1d6 when you reach certain levels.
5th level (2d6)
11th level (3d6)
17th level (4d6)