Familiar
A familiar is a powerful, otherworldly being in the form of a tiny creature, usually bound to serve a spellcaster.
| Hit Dice | 1 (hp) |
| Armor Class | 12 (natural) |
| Attacks | 1 (special) @ 1d4 (bite / claw / other) |
| Movement | 40’ |
| Save | 14 (0) |
| Morale | 8 |
| Alignment | Neutral |
- Immune to damage from non-magical weapons.
- Gets 1 attack per round (via bite, claw, or similar) with a bonus equal to 1/2 summoner’s total levels / HD (round up).
- Counts as a magical attack.
- Intelligent and capable of speaking.
- Knows at least one language known by summoner, plus 1d4 others.
- Disappears instantly if ever attacked by summoner, who must Save vs Spells or roll on the Breach of Covenant table.
| 1d6 | Result |
|---|---|
| 1-2 | Random curse |
| 3-4 | Random mutation |
| 5-6 | Permanent -1 to ability score |
Summoning
A familiar is summoned via the Find Familiar spell.
- Only spellcasters can summon familiars.
Example Forms
Mundane
- al-mir-aj
- cat
- dog
- gecko
- hawk
- owl
- rabbit
- raven
- vampire bat
Exotic
- ball of energy
- cherub (small angel)
- dancing sword
- djinn (tiny)
- floating eyeball
- flaming skull
- imp (small demon)
- spectral spirit (small)
- sprite
- wyrmette
Bound Familiars
Once a spellcaster has summoned and struck a bargain with a familiar, that familiar becomes bound to them.
- They can be re-summoned with a successful CHA check, instantly appearing within 30’ of the summoner (1d4-1 x 10’).
- On a fail, roll to determine how long before Familiar arrives (as above).
- They can be (temporarily) dismissed at will, moving out of sight and vanishing.
- They can perceive magic items around them (as if able to cast Detect Magic at will).
- While within 30’ of their summoner, they can serve as the originating point of spells the summoner casts.
- They can perform 1 service per day in exchange for a favor:
- Teach summoner a spell.
- Each familiar can do it a maximum of 1d4+1 times to a summoner.
- First one doesn’t require a favor.
- Spell is determined randomly.
- Takes 1 hour per level of spell being learned, can be done either all at once or over time.
- Grant summoner one extra spell slot of their highest level until end of day.
- Save summoner from a violent death, but each familiar can only do this once ever.
- Other: scouting, combat, etc
- Teach summoner a spell.
- Only 1 familiar can be bound to a given spellcaster at a time.
- Once the bond is made, it can only be broken by mutual agreement or death.
Favors
Favors are small, often strange requests that a familiar may make in exchange for a service, such as:
- Asking summoner to collect specific treasure (including apparently worthless items),
- Asking summoner not to use a specific spell or ability, or
- Asking summoner to undertake a nearby side quest or perform a service of their own.