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.
Breach of Covenant
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
  • 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.