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MrRhexx Games Monster Classes 3

Familiar

Familiar

A familiar is an animal or similar creature which has magically bonded itself to another in order to grant is support. This support comes in the way of a magical link that is shared between the two, which often comes with benefits for the two creatures.

Varied Kinds

Familiars come in many shapes and sizes, though usually they are much smaller (and weaker) than the creature which they are bonded to. Much like how a tiny spirit can bond to a human, so can a full-sized orc bond with an adult dragon.

Originally, the term "familiar" came to be thanks to the ability of certain creatures to grant abilities to others by simply being in close proximity. Pseudodragons, for example, could grand their fabled magic resistance onto another creature by simply resting on their shoulders. Because the magics required one to be in close proximity with the creature, the term "familiar" was coined for them.

Find Familiar

Wizards started developing magical alternatives that could replicate those abilities, since the creatures that would naturally grant these powers were very rare. The spell Find Familiar came to be from such studies, allowing a practitioner to not only summon a spirit, but also force a similar kind of bond that would grant the caster abilities similar to those such as rare pseudodragon.

Nowadays, you can find fey creatures such as sprites or pixies willing to trade their magics for favours, devils who may grant imp minions through powerful contracts, and animal spirits summoned through the find familiar spell which can all become familiars in order to empower the spellcaster.

Special Bond

The bond creatred between a creature and a familiar is special. More then just a friendship or a contract, it is something more akin to a mergin of souls which allows both creatures to "feel" each other even across large distances. The merge can be so powerful in many occasions that the death of one can permanently harm the other.

Many familiars consider these bonds to be intimate enough that they will only tolerate one creature throughout their lives to be worthy of bonding with. These familiars spend their entire lives searching for this life partner, judging potential creatures on their merits until they find the right one.

Creating a Familiar

More so then with any other character, a familiar must work carefully with one or more players at the table to come up with a shared backstory, Familiars are not creatures that typically adventure on their own, but instead rely on others to function. Feel free to use any of the tables below to help build this shared backstory with another character.

Chosen Creatures

Familiars tend to be picky about who they bond with, choosing their partners carefully, who was your familiar bonded with? is there a reason why they chose that one creature in particular? Remember that this creature will most likely have to be another player's character, so make sure to keep them in the loop of your plans!

d12Chosen Creature
1In your time of need, your life was save by a powerful adventurer. You have now chosen to repay this hero, with your life if you must.
2Your helpful nature is merely a cover for your greedy personality. You have found incredible power and wealth by bonding to a specific adventurer, and you are not about to change your luck now.
3A mysterious power has forcefully bonded you with a creature and now you can't become sepereated from them by more then 1 mile. Only excruciating pain awaits you whenever you attempt to run away.
4A spellcaster has summoned you from beyond the veil. You heard its call for aid and answered. The truth is that you do not want to go back from whence you came, and will do whatever it takes too convince your summoner to let you stay.
5Bonding was never your choice. Your home was destroyed and you needed to survive. You hope you made the right choice.
6You once used to serve a powerful spellcaster, until the unfortunate day they died. In their dying breath they made you promise to protect their child. You successfully raised them and have been protecting them ever since.
7Through a comedic turn of events, you ended up magically bonded with a hated creature. Ironically, only by becoming friends can you finally break the link.
8You were murdered and have been reincarnated as a familiar. You have secretly bonded with a relative of your killer, hoping they will lead you to them.
9You had it perfect. You bonded with your best friend, you treat each other nicely, you are virtually made for one another. The problem? Your partner likes adventuring and getting into danger and you can't seem to dissuade them from doing so.
10You have been given a terrible omen. A dark and terrifying destiny awaits a creature you hold dear, and now you have bonded to them in an attempt to save their soul.
11You do not see yourself as a familiar. In fact, you see yourself as the master of your bonded creature. This minion shall do whatever you say.
12You fell madly in love with a person, now in your infatuation you follow them everywhere they go.

Personality

Familiar characters excel in roleplay and social situations, so it is important to nail down what kind of personality traits defines you. Are you a peppy and upbeat pixie? Or perhaps a grouchy and dour pseudodragon?

d10Chosen Creature
1Kind. Only through tender words can you bring about your ideals. You are a positive beacon to those you inspire.
2Forceful. You are the master, and those you bond with are your minions. They will listen to your commands or perish without you.
3Greedy. Your help comes at a price. Pay it or find someone else.
4Donator. You require no reward for your efforts, and any attempt to compensate you is refuted harshly
5Faithful. Divine command leads your cause. You see the path you follow as ordained, you will not be dissuaded from it
6Compassionate. You wish to eliminate as much pain as possible. You cannot help but bond to those who suffer.
7Fearful. You must be protected from the dangerous world. A frail and weak creature such as yourself has no chance on their own.
8Responsible. You hold within you great power which must be utilized to the best of your abilities. You get irritated when others about or misuse their abilities.
9Chaotic. Your whimsical nature is hard to grasp by others, and you seem to bond within whoever fits your fancy.
10Fair-minded. You are an equal member of your party, and you contribute as much as they do. You deserve to be treated as such. You strive to be taken seriously on all accounts.
Find Familiar Spell

A player that casts the spell Find Familiar can choose the target you instead of summoning a new familiar. If they do so, you take on the role of the familiar and gain the following abilities:

  1. While the caster is within 100 feet of you, you can communicate telepathically with one another. Additionally, as an action or bonus action, they can see through your eyes and hear what you hear until the start of their next turn, gaining the benefits of any special senses you might have. During this time, they are deaf and blind in regards to their own senses.
  2. When the caster casts a spell with a range of touch, you can deliver the spell as if you had cast the spell. The caster must be within 100 feet of you, and you must use your reaction to deliver the spell when they cast it. If the spell requires and attack roll or save DC, you use their spell attack bonus and save DC.
While you are acting as a character's familiar, they cannot summon any other familiar through the find familiar spell, and you may not act as familiar for any other character who casts the spell. Either you or the caster may end the spell at any time.

Quick Build

You can make a familiar quickly by following these suggestions. Your choice of familiar form may influence these decisions. Pseudodragons and pixies rely on Charisma for their magical and supernatural abilities, while the animal familiar relies on Intelligence for its spellcasting.

LevelProficiency BonusBonding DamageFeatures
1st+21d8Bonding Magic, Transfer Vitality
2nd+21d8Soothing Presence, Familiar Form
3rd+22d8Support Paragon, Expertise
4th+22d8Ability Score Improvement
5th+33d8Blink Shield
6th+33d8Familiar Form feature
7th+34d8Power Surge
8th+34d8Ability Score Improvement
9th+45d8Life Ward, Blink Shield improvement
10th+45d8Familiar Form feature
11th+46d8Bonded Cover, Transfer Vitality improvement
12th+46d8Ability Score Improvement
13th+57d8Dispelling Touch
14th+57d8Familiar Form feature
15th+58d8Ultimate Sacrifice
16th+58d8Ability Score Improvement
17th+69d8Coordinated Combat
18th+69d8Power Surge improvement
19th+610d8Ability Score Improvement
20th+610d8Restore Energy

Racial Features

The familiar is both a player race and a class, so you don't choose a separate race when you choose this class for your character. As a familiar, you have the following racial traits:

Ability Score Increases. Choose two different ability scores of your choice. Those ability scores increases by 2. Your Strength score is then reduced by 6 and your Constitution score is reduced by 2.

Shared Sanctuary. When an attack, spell, or other effect would target you, you can cause it to target your bonded creature instead (see the Bonding Magic class feature). You can use this feature only if you are touching your bonded creature or within its space. Spells or abilities that affect several (or all) creatures in an area of effect cannot be diverted with this feature.

Shared Fate. If your bonded creature is forced to make a Wisdom, Intelligence, or Charisma saving throw, you must also roll the saving throw. If either you or your bonded creature succeed on the saving throw, then both of you succeed. If you both you and your bonded creature fail, then both characters are affected (if possible) buy the effect.

Shared Awareness. Whenever you would make an initiative roll, you can instead choose to act on the same initiative as your bonded creature. If you do, you must choose to take your turns before or after your bonded creature for the remainder of the encounter. Whether or not you decide to use this feature, the decision has to be made before any player rolls for initiative.

Shared Tempo. Whenever your bonded target moves outside of your turn, you may move with them to a maximum of twice your current movement speed. You can only use this feature if you did not spend more then 5 feet of movement on your last turn.

Weak Attacks. While in your natural form, you do not roll damage dice for weapon or unarmed attacks; instead the damage dice for those attacks is 1.

Form Features. You gain additional racial traits from your Familiar Form

Show spoiler
Added Form Features to make clear that at the start you get more racial traits from you form.
hit dice: 1d4 per familiar level
hit points at 1st level: 4 + your Constitution modifier
hit points at higher levels: 1d4 (or 3) + your Constitution modifier per familiar level after the 1st.
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Choose any two
skills: Choose any three
starting equipment:
You do not start with any predetermined equipment. Instead you ahve a starting wealth of 2d4x10 in gold pieces, which you can spend on items from the Adventuring Gear table on page 150 of the PHB.
spellcasting:
class features:

Bonding Magic

1st-level Familiar feature

Your familiar magic allows you to form mystical connections with othher creatures. It is through these attachments that your magic flows to your allies.

As an action, you may touch a willing creature within 5 feet of you. This creature is considered bonded to you until you become separated from it by more then 5 feet, you become incapacitated, or until the beginning of your next turn; whichever happens first. You may only be bonded to one creature at a time and you cannot bond to another familiar. You may choose to continue the bond, without the need to touch the target, as an action at the beginning of each of your subsequent turns.

Once per round, whenever your bonded creature takes an action that deals damage to another creature, you may choose to empower your ally in order to increase the damage. Choose a creature damaged by your bonded target. That creature takes an extra 1d8 damage. This damage is increased by an additional 1d8 for every other level in this class as shown on the Bonding Damage on the Familiar Class Table.

Transfer Vitality

1st-level Familiar feature

As a bonus action, you can expend one of your hit dice in order to roll 1d4. Your bonded creature regains hit points equal to four times the number rolled. You may expend as many hit dice as you wish this way using a single bonus action.

At 11th level, the hit points regained instead becomes five times the number rolled. In addition, when you apply this healing you can also choose to remove one disease or one condition afflicting the bonded creature. The condition can be blinded, deafened, paralyzed, or poisoned.

Soothing Presence

2nd-level Familiar feature

When you take a short rest, you can choose up to 5 other creatures who are also taking a short rest. Each of these creatures can spend one or more hit dice as part of the short rest regain additional hit points equal to your level in this class.

You regain hit points equal to twice your level in the class whenever you finish a short rest.

Familiar Form

2nd-level Familiar feature

The type of familiar you are dictates what kind of wonderous abilities you possess. Choose from Pseudodragon, Pixie, and Animal Familiar, all detailed at the end of the class description. Your familiar form grands you additional racial features, as well as class features at 2nd level and then again at 6th, 10th, and 14th level.

Support Paragon

3rd-level Familiar feature

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather then within 5 feet of you, if that target can see or hear you.

Expertise

3rd-level Familiar feature

Choose two of you skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement

4th-level Familiar feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score about 20using this feature.

5th-level Familiar feature

You can focus your energies when the need is great in order to quickly shield your allies from harm. Whenever a willing creature within 30 feet of you that you can see takes damage from a source that you can also see, you may use your reaction in order to magically teleport to the creature if you are not already touching it, form a bond with that creature if you weren't already bonded with it, and halve the damage it would have otherwise taken.

You can only use your reaction this way while already bonded with a creature, and you can only do so a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a short rest.

At 9th level, the target creature also gains an amount of temporary hit points equal to your Familiar level when you use this reaction. The temporary hit points are applied before the damage is dealt.

Power Surge

7th-level Familiar feature

As a bonus action, you can blast your bonded creature with energy in order to push them beyond their limits. Your bonded creature gains an extra action on its next turn. This extra action may not be used to cast a spell of 3rd level or higher.

Once you use this feature, you must finish a short rest before you can use it again. Starting at 18th level, you can use it twice per short rest.

Life Ward

9th-level Familiar feature

If your bonded creature falls to 0 hit points, you can make a DC 10 (Charisma is Pseudodragon or Pixie, and Intelligence if Animal Familiar) saving throw. If you succeed, your bonded target instead drops to 1 hit point

Each time you use this feature, the DC increases by 5. When you finish a short rest, the DC resets to 10.

Bonded Cover

11th-level Familiar feature

While bonded to a creature, whenever you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half if you fail.

Dispelling Touch

13th-level Familiar feature

You can use a bonus action to end one spell currently active on your bonded creature. You can activate this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Ultimate Sacrifice

15th-level Familiar feature

If your bonded creature dies, you may choose to instead sacrifice your life as a reaction to save theirs. You die, but in exchange your bonded creature is returned to life with half their hit points and gains resistance to all damage for 1 minute. This feature restores the creature's body back to how it was at the beginning of the current turn. However, it can't return to life a creature that has died of old age.

Coordinated Combat

17th-level Familiar feature

Attack rolls amde against your bonded creature cannot be made with advantage. Whenever your bonded creature makes a dexterity saving throw, they do so with advantage.

Restore Energy

20th-level Familiar feature

Once per day, you can spend a use of your Power Surge feature in order to immediately grant your bonded creature the benefits of a short rest.

Bonding to the Party

Traditionally, a familiar chooses to only bond with a single creature, and will not bond with another unless the creature dies or the friendship is permanently ruined. This is because, to a familiar, bonding feels intimate and special.

Machanically however, you are allowed to bond with as many creatures as you like as the situation arises. It is up to you to figure out how impactful or important the act of bonding is to your character, and to whom you extend this power.

subclass options:

Familiar Forms

Familiars come in all shapes and sizes. Your options are Pseudodragon, Pixie, and Animal Familiar as presented below.

Pseudodragon

Pseudodragons are intelligent, tiny-sizzed dragons that spend their days entertaining themselves through games and tricks, sometimes at the expense of others. They are natural tricksters who use their powerful venom to incapacitate creatures, before leaving them paralyzed in funny or embarrassing poses.

A pseudodragon spends much of its life attempting to find a creature to bond with, but is fairly picky with who they choose. A pseudodragon typically wishes to only bond with one creature at a time, and will not bond with another until the creature dies. This is not a magical contract, neither a service nor a tutelage; this is a bond of friendship made by equals. A pseudodragon is never a pet.

A pseudodragon does not see itself as a pet and hates to be called one, but loves to be treated like one. They love to be pampered, to be called cute names, to be pampered, to be called cute names, to be scratched and attended. Most pseudodragons are mushy and emotional, using animal sounds to show their mood, such as a purr when content, or a hiss when upset.

As a pseudodragon, you have the following additional racial traits:
Form. Your lizard-like body possesses dragon-like wings, a long tail that ends in a stinger, and scales that camouflage with the environment.
Creature Type. You are a Dragon.
Age. Pseudodragons mature quickly but don't live long. They can live from 10 to 15 years.
Alignment. Pseudodragons are naturally playful and sweet, and seek to beond with parners that share this mindset with them. They love to pamper and be pampered, and positive words of affirmation are the greatest gift they can receive. As such, they are typically neutral good.
Size. With a 1-foot long body and a 2-foot long tail, pseudodragons weigh approximately 7 pounds. Your size is Tiny.
Darkvision. Your draconic body grants your superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
See Invisibility. You can cast the spell See Invisibility a number of times per day equal to your proficiency bonus.
Limited Telepathy. You can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of you that can understand a language
Speed. You have a walking speed of 15 feet and a flying speed of 30 feet.
Languages. You do not know how to read or write, and you cannot speak. However, you can understand Common and Draconic.

Pseudodragon Languages

Natural pseudodragons cannot speak, instead they communicate by sending telepathic ideas and images. If you wish to play a pseudodragon with the ability to speak, then you can play as a spirit that took on the form of a pseudodragon, such as those summoned through spells like find familiar as a warlock's pact of the chain. Such a spirit may have the ability to speak.

Pseudodragon Class Features

As a pseudodragon, you have the following class features:

Poison Sting

2nd-level Pseudodragon feature

You gain a natural weapon attack in the form of a sting which delivers a powerful poison. The sting attack can use your strength or dexterity for the attack roll (your choice). An enemy struck by the sting takes 1 piercing damage and must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become poisoned for 1 hour. If the creatures has a challenge rating or character level equal or less then half your familiar level (rounded down), then the creatures instead becomes poisoned for 24 hours and falls unconscious while poisoned.

If the creature would be surprised by the attack, you may roll a Dexterity (Stealth) check instead of an attack roll; contested against the target's passive Wisdom (Perception). If you succeed, the sting attack automatically hits and the target is not made aware of your presence in spite of the action

A creature that passes its saving throw against your poison becoes immune to its effects for 24 hours. You may onl prooduce this poison a number of times equal to your proficiency bonus, regaining all expended uses of it when you finish a short rest.

Shared Health

6th-level Pseudodragon feature

Whenever your bonded creature takes damage, you may choose to take that damage instead, so long as the damage wouldn't drop your hit points down to 0.

The damage that you take through this feature cannot be reduced in any way, unless it is through the Spell Resistance Pseudodragon feature. You cannot activate this feature on the same turn you use your Blink Shield feature.

Spell Resistance

10th-level Pseudodragon feature

You have resistance against all damage dealt from spells.

Draconic Vitality

14th-level Pseudodragon feature

At the beginning of each of your turns, you regenerate a number of hit points equal to 1d8 + your Charisma modifier as long as you don't have more then half your hit points remaining and you are not at 0 hit points.

Pixie

Pixies are tiny fey creatures that live hidden in their forests from the rest of the world. Their society resembles that of humans and elves, with houses, farms, entertainment, and even similar clothing; but as if everything has been shrunk to a fifth of it's size.

They are extremely curious about other creatures and feel an overwhelming desire to explore and learn, however most of them don't for fear of being attacked thanks to their small size. Thankfully, many pixies have the magical ability to become invisible at will which allows them to satiate their curiosity without being in danger.

Pixies produce their magic thanks to the naturally occurring pixie dust that their bodies (mostly their wings) produce, which looks like a shower of glitter and sparkles. This dust can produce all manner of wonders, from turning creatures invisible, to granting them the power of flight, to even confusing enemies or creating realistic illusions. Only pixies know how to properly utilize pixie dust however, and attempts by other creatures to tap into its magic often results in mayhem.

As a pixie, you have the following additional racial traits:
Form. A pixie looks like a diminutive elf, but with proportionally longer ears and gossamer wings.
Creature Type. You are a Fey.
Age. Many rules are broken in the realms of the fey, but on the material plane a pixie can live for up to 300 years.
Alignment. Pixies are good-natured beings, and thoroughly enjoy judging others according to their own standards. An evil creature might be pranked relentlessly by a pixie out of all its belongings, while a good creature might be rewarded with treasure or magic. Pixies are typically neutral good.
Size. Pixies range between 1 o 2 feet in height, and can weigh from 5 to 15 pounds. Your size is Tiny.
Gift of the Forest. you know the Druidcraft and Dancing Lights cantrips.
Fey Race. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Speed. You have a walking speed of 10 feet and a flying speed of 30 feet.
Languages. You know how to read, write, and speak common and sylvan.

Pixie Class Features

As a pixie, you have the following class features:

Fey Magic

2nd-level Pixie feature

The wonderous, and often chaotic, magic of the fey courses through your veins, allowing you to innately produce spells to confound those who hurt your friends. Starting at 2nd level and again at 4th, 6th, 8th, 10th, and 14th levels you gain access to certain spells as shown in the Fey Magic table below. You can cast each of these spells once per long rest without the need for spell Slots

Fey Magic Table
Pixie LevelSpells
2ndFaerie Fire, Sleep
4thInvisibility, Phantasmal Force
6thCatnap, Dispel Magic
8thConfusion, Polymorph
10thCharm Monster, Commune with Nature
14thIrresistible Dance, Mirage Arcane

You can recast a spent spell by instead spending the usage of another spell of its same spell level or hight. Charisma is your spellcasting ability for these spells. You carry a small bag which holds carefully prepared faerie dust mixed with magic, which you use instead of material components for these spells. If the bag is lost of otherwise destroyed, you cannot cast any spell that requires material components until you recreate your bag, which takes 8 hours of work.

Show spoiler
Alterations: Changed between em dashes with surrounding it with commas. "starting at this level" with "starting at 2nd level" as that fits more with how stuff is normally noted. Corrected the spelling from "fairy fire" to "faerie fire". switched order of spells to be in alphabetical order

Superior Invisibility

2nd-level Pixie feature

As an action, you can magically turn invisible until your concentration ends (as if concentrating on a spell). Anything you are wearing or carrying is invisible as long as it is on your person.

Pixie Dust

6th-level Pixie feature

You can choose to expend a usage of one of your Fey Magic spells in order to create one dose of pixie dust. The dose of pixie dust lasts for 24 hours or until used on a creature. The pixie dust has two uses:

As an action, you can sprinkle this dust on yourself or another creature within 5 feet of you. The creature gains a flying speed of 30 feet and the ability ot hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.

As an action, you can blow this dust onto another creature within 5 feet of you. If blown by a pixie, then roll twice on the Wild Magic Surge table (PHB'14 p.104) and then pick one of the two effects; otherwise you roll once on the table. The effect takes place centered on the target creature as if they were the source of the wild magic surge. On a roll of 99-100, instead of what it says on the table, the pixie immediately regains the usage of one spend Fey Magic spell of their choice. Then roll again on the table.

Hidden Paths

10th-level Pixie Feature

You can spend a bonus action to teleport both you and your bonded creature to an unoccupied space up to 30 feet in any direction. You can use this feature a number of times up to your proficiency bonus, regaining all expended uses of it when you finish a long rest.

Faerie's Perception

14th-level Pixie feature

Your boned creature becomes immune to charm and fear effects. In addition, while bonded with a creature, both you and the bonded creature have advantage on ability checks and saving throws made to see through illusions, and become immune against effects that would magically confuse you (such as the Confusion spell or the confusing gaze of umber hulks).

Animal Familiar

The given lore is very easy to replace with something more fitting for a character idea.

The universe is filled with spirits which yearn for life and purpose. Some are sent to the mortal world from the heavens as emissaries from gods while others are granted physical shape through magic and spells. Animal familiars are such spirits, summoned into existence for a purpose which they must fulfil to the best of their abilities; taking on the animal shape which best conforms to the personality of the spirit.

An animal familiar strives to complete its goals and find meaning in existence by achieving those goals. An animal familiar is not a slave, however, and will not suffer abuse, nor will it work to fulfil an aim it itself does not agree with. When a spellcaster uses magic to call for a spirit, such as with the find familiar spell, the magic uses the personality of the caster to search for a like-minded spirit to summon, which helps prevent dissimilar personalities between the two.

Without adventures, quests, or tasks to complete, an animal familiar grows depressed and irritable. If left without purpose for too long, many animal familiars seek to recontextualize old tasks in order to give themselves more to work on, building upon an already completed project out of desperation. If left unfulfilled by such endeavours, it will attempt to sever the magic that binds it so that it may seek another master in some other world.

As an animal familiar, you have the following additional racial traits:
Form.You are a spirit that has taken a physical form which resembles an animal. Your form can be that of any animal provided you follow the size restrictions as described belo. For all intents and purposes, other than what is explained below, your biology conforms exactly to that of the animal you have choses as your vessel.
Creature Type.You are a Beast.
In collaboration with the DM your type may also be Celestia, Fey, or Fiend, or something else, depending on the nature of your familar.
Age. You spiritual essence is immortal, however your physical vessel is not. You take on the life expectancy of whichever animal you assimilate, multiplied by three.
Alignment. Your personality and ethics are shaped by the nature of the animal which your form takes. For example a cat might be prideful, a snake deceitful, an owl logical, etc.
These are based of the steriotypes of the animals and don't reflect the nature of the actual animals.
Size. Your creature must be Tiny, which means you may not be larger then two and a half feet or smaller then half a foot.
False Appearance. You are visually indistinguishable from a normal animal. If your spirit vessel showcases magical traits (such as glowing eyes), you are able to dismiss them momentarily in order to look like a mundane version of your animal shape.
Speed. You have a walking speed of 30 feet as long as your animal vessel has legs.
Languages. You speek Common and a language of your choice from those your summoner speaks.
Variable Features. You have been granted a corporeal form in the shape of a beast. Depending on the nature of your vessel, choose two traits that best represent your shape and abilities.

Variable Feature Table
Feature NameFeature Effect
BlindsightYou gain blindsight out to a range of 10 feet.
DarkvisionYou gain darkvision out to a range of 120 feet. Wisdom (Perception) and Dexterity (Stealth) checks you make a night are made with advantage.
Fly SpeedYou gain a flying speed of 40 feet and your walk speed is reduced to 10 feet.
JumperYou use your Dexterity modifier instead of your Strength for checks that relate to movement such as swimming or climbing as well as to determine your jump distance.
MimicryYou can mimic voices with eerie accuracy. A creature can tell they are imitations with a successful Wisdom (Insight) check contested against you Charisma (Deception) roll.
Natural ArmorYour AC increases by 2.
Keen Hearing & SmellYou have advantage on Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Survival) checks you make to track creatures are made with Advantage.
Wall ClimberYou can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check. You have advantage on saving throws against effects that would forcibly move you.
TunnelerYou gain a burrow speed of 30 feet. You can move through sand, earth, mud, or ice using this speed. You cannot move through solid rock.
WaterbreatherYou can breathe both air and water. You gain a swimming speed of 30 feet. You have advantage on Wisdom (Perception) and Dextertiy (Stealth) checks made while under water.
Unique FeaturePerhaps a unique feature is more fitting to your form, like a Spider may want a unique feature like Web Walker (2014 Web Sense + Web Walker), while an Octopus may want a feature like Compression allowing them to move through a space as narrow as 1 inch. Discuss with your DM a feature that is fitting with the idea of your character while not being too strong.

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Changes: Added the line that the lore is easy to change as mechanically it appears like a good base for a good number of character concepts which could be blocked by the stated lore. Added the line that the creature type can be changed if someone wants to lean more into the find familiar aspect where the familiar if Fey, Fiend, or Celestial, or something else depending on the concept, like an undead cat. Added that the personality examples are based of stereotypes because it just really bothered me.
Changed Variable Features to give two traits instead of one. To recreate the animals from find familiar you basically need two (Bat: Fly speed and Echolocation, Cat: Keen Sense and Darkvision or Jumper, Frog: Waterbreather and Jumper, Hawk: Fly Speed and Keen Sense, Owl: Fly Speed and Darkvision, Snake: Blindsight and Waterbreather, Rat: Darkvision and Keen Sense, Raven Fly Speed and Mimicry, Weasel: Wall climber and Keen Sense. doesn't go for all, Crab works with only Waterbreather, Lizard with only Wall Climber, Octopus with only Waterbreather, Piranha with only Waterbreather, Seahorse with only Waterbreather, Spider with only Wall Climber. but each of these could be given another feature or a custom one, like giving the Spider the ability to of Websense and Webwalker, and/or the ability to spin webs themselves.) as without it a hawk, owl, Bat, and Raven are all mechanically the same or lose their ability to fly.
Added the feature Jumper from the cat which gives some movement in all ways instead of a specialisation in one. Changed Fly speed to be faster (as fly speeds almost always are) but reducing your walk speed. Added the Unique Feature to explicitly say that character specific features are good.

Animal Familiar Class Features

As an animal familiar, you have the following class features:

Spellcasting

2nd-level Animal Familiar features

Your spirit vessel is augmented with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the Wizard spell list. You gain an additional cantrip at 10th level.
Spell Slots. The Animal Familiar spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You gain all expended spell slots when you finishing a long rest.
Spells Known of 1st-Level and Higher. You know two 1st-level wizard spells of your choice.
The spells known column of the Animal Familiar spellcasting table shows when you learn more wizard spells of 1st level of higher.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You can use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = Your proficiency bonus + your Intelligence modifier
Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you know the spell.
Spellcasting Focus. You use an arcane focus as a spellcasting focus for your wizard spells.

Bound Grimoire. Your known spells are stored within a magical book called a grimoire, that is bound to your spirit. The book normally resides in an extra dimensional plane, which you can summon and unsummon at will as an action. When summoned, it levitates and follows you around at a range of 5 feet. the book reconstitutes over the course of 24 hours in its extradimentional plane if it is ever destroyed.
you can copy a spell of 1st level or higher from a spellbook or a spellscroll into your grimoire. For each level of the spell, the tprocess takes 2 hours and costs 50 gp. Whenever you copy a spell into your grimoire this way, you must erase a different spell from it. You can't ever have more spells in your grimoire than your spells known as shown on the Animal Familiar class table.

Animal Familiar Spellcasting Table


Familiar LevelCantrips KnownSpells Known1st Spell Slots2nd Spell Slots3rd Spell Slots4th Spell Slots5th Spell Slots
2nd222
3rd233
4th243
5th2542
6th2642
7th2743
8th2843
9th29432
10th310432
11th311433
12th312433
13th3134331
14th3144331
15th3154332
16th3164332
17th31743331
18th31843331
19th31943332
20th32043332
Variant: Grimoire Spellbook

Instead of erasing spells from the Bound Grimoire when you copy a spell you may instead have the Grimoire function as a spellbook like that of the wizard, adding spells that you can prepare a number of at the start of each day. This does make you a stronger spellcaster so discuss with your dm how to handle it.

Preparing spells. You can prepare a number of spells each day equal to the spells known column as shown on the animal familiar class table.

Learning Spells of of 1st Level and Higher. Each time you gain a Familiar level, you can add a number of spells of your choice to your Grimoire. Each of these spells must be of a level for which you have spell slots, as shown on the Animal Familiar class table. On your adventures, you might find other spells that you can add to your Grimoire. The number of spells you can add on levelling should be discussed with the DM.

  1. Extensive. You start with six 1st level spells in your Grimoire and can add 2 at each level up. This is the same as a wizard and stronger then the normal familiar. you will have more spells of each level above 1st then a standard wizard due to not getting access to higher level spells with the same number of levels.
  2. Restrictive. You start with two 1st level spells in your grimoire and can add 1 at each level up. If you don't find spells to copy this is worse then normal as you can't switch out spells which is why the wizard gets to add 2 spells per level; one to be a new spell learned, one to take the place of a spell replaced.
  3. In Between. You start with four 1st level spells in your grimoire and can add 1 at each level up, and another one at 5th, 9th, 13th, and 17th level. this is arguably still worse then regular if you don't find enough spells to copy: normally at level 6 you could have four second level spells, now you can only have 3 and you are still less able to adapt during levelling to the requirement of the campaign, but by getting an extra spell at the levels where you get a new level spell slot you can adapt to the new level of play better.
Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Grimoire. You don't need to have the spell prepared.

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Change: Added the Variant: Grimoire Spellbook as it seems to want it, but not fully commit. I understand why, it is stealing the wizards thing. It isn't completely unique as the Ritual Caster feat and the Book of Ancient Secrets invocation also use it.
It does have the option to make the Familiar stronger: it allows them to cast more varied ritual spells, and means they don't have to use a known spell for a spell they only plan to cast as a ritual, and makes them more able to adapt to current needs by switching out spells. I find this a smaller problem as i already allow people to switch out spells in downtime so they aren't stuck with spells they don't use anyways.
How to add it is a difficult thing. The wizard starts with 6 spells and then gains 2 every level. they start with 6 as the maximum normal modifier is +5, and a wizard can prepare a number of spells equal to their modifier plus their level, so at level 1 that is a max of 6, which also gives a more normal wizard with an intelligence of +3 the ability to switch out some spells between rests by having 6 spells and able to prepare 4 of them. At later levels they add 2 to match what other spellcasters get. 1 for an extra spell known, another one in the place of a potentially replaced spell. If the familiar gets less then 2 spells per level then they are slower to adapt then any other spellcaster. In addition a wizard from 1st to 10th level can prepare between 60 and 65% of the spells they naturally get. For the familiar to match that they would need to start with 3 spells and gain 1 spell every even numbered level and 2 every odd numbered level. This is why this should be discussed with the DM and i kept it as a Variant instead of replacing the normal rules.

Fast Cast

2nd-level Animal Familiar feature

As part of the action you take to either bond to a creature or maintain a current bond, you may also cast a spell of a 1st level or higher.

Soul-Linked

6th-level Animal Familiar feature

Wizard spells you cast that target you also target your bonded creature. These spells must be of 1st level or higher, must be from the Abjuration, Illusion, or Transmutation school of magic, and must have a range of self without having an area of effect. If the spell requires concentration, you can hold concentration for both targets as a single effect.

Transfer Energy

6th-level Animal Familiar feature

When you finish a short rest, you may target another creature within 30 feet of you. You infuse the creature with a portion of your innate spiritual energy, granting them the ability to restore spend spell slots. The restored spell slots can have a combined level that is equal to or less then half your Familiar levels (rounded up), and none of the slots can be of 6th level or higher. Once you use this feature, you cannot do so again until you finish a long rest.

Calming Presence

10th-level Animal Familiar feature

Your concentration cannot be broken as a result of taking damage. If bonded to a creature, their concentration cannot be broken as a result of taking damage.

Absorb Magic

14th-level Animal Familiar feature

In times of great need, you have learned how to siphon magical power to enhance your own spellcasting ability.

Whenever you cast a spell of 1st level or higher during your turn, you may choose to use one of your bonded creature's unspent spell slots rather then your own, so long as they are willing. If you cast a spell of 4th level or higher this way, you may not deal damage through your Bonding Magic feature until the beginning of your next turn.

You may also attempt to absorb magic from spells direct at you. Whenever you or your bonded creature are targeted by a spell, you can attempt to negate it as a reaction by succeeding an ability check using your Spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell is negated and you regain a number of spell slots with combined levels up to the level of the spell negated. Once you succeed in negating a spell using this feature, you may not do so again until you finish a long rest.


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Octavia..

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