Some fey creatures, particularly tiny ones such as pixies, sprites, and faerie dragons, find themselves bonded to humanoids as familiars or companions―in your case, you have spent much of your life in such a position, but have recently been set free to pursue adventures of your own. There are several different ways you could have become a familiar. Some have no choice, being bound against their will or chained to a humanoid by a fey prince as some kind of punishment (for either or both parties). Others serve willingly, becoming close friends with their masters, or seeing the partnership as more of a transaction― familiardom does have its advantages, after all. Equally, there are many reasons why a familiar could be set free. Perhaps your master died, or maybe they found another creature to bond in your stead. In any case, it is now up to you to make your own way in the world, free from the shackles of crude humanoids, but shorn of the protections that the familiar’s bond offers.
- Skill Proficiencies: Insight, Perception
- Languages: Two of your choice
- Equipment: A spellcasting focus, a small knife, a scrap of paper containing half of a complex arcane ritual, a set of common clothes, and a pouch containing 10 gp
Many different humanoids keep fey familiars, and the nature of your former master might have a profound effect on your character. To determine who your master was, choose one of the options below.
| d10 | Master |
|---|---|
| 1 | Good Wizard |
| 2 | Neutral Wizard |
| 3 | Evil Wizard |
| 4 | Warlock |
| 5 | Witch |
| 6 | Intelligent Monster (e.g. Dragon, Hag, or Lich) |
| 7 | Apprentice Mage |
| 8 | Adventurer |
| 9 | Child |
| 10 | Ranger |
You are so used to working in close partnership with another person that you form a special bond with your companions. You always know roughly where they are in relation to yourself―such that you would never stumble into them when sharing a darkened or confined space―and you can recognize them by small signs like the sound of their footsteps or the pattern of their breathing.
Suggested Characteristics
A familiar depends on their master for their window into the world, so their personalities are almost always colored by the people they have served―and by their relationship with them.
| d8 | Personality Trait |
|---|---|
| 1 | I am comfortable in towns and cities. |
| 2 | I look down on uncivilized creatures. |
| 3 | I am constantly talking; my mouth never stops! |
| 4 | I don't like being alone. |
| 5 | I am fascinated by shiny objects. |
| 6 | Travelling has always interested me. |
| 7 | I like to feel useful. |
| 8 | I am interested in human culture. |
| d6 | Ideal |
|---|---|
| 1 | Companionship. The most important thing to me is that I am always surrounded by friends. (Neutral) |
| 2 | Exploration. I want to see the world as a footloose wanderer. (Any) |
| 3 | Service. It's important that everybody does their duty. (Lawful) |
| 4 | Freedom. No one will enslave me again! (Chaotic) |
| 5 | Protection. I must guide the foolish and protect the weak. (Good) |
| 6 | Revenge. Humanoids must pay for their barbaric ways. (Evil) |
| d6 | Bond |
|---|---|
| 1 | I remain on good terms with my old master, and frequently correspond with them. |
| 2 | My former master treated me poorly. I must seek restitution/revenge now that I am free! |
| 3 | I made many friends among the other familiars at a local wizard school. |
| 4 | My companion is dead, and I must avenge them. |
| 5 | I was kidnapped from my home to become a familiar―my family must be worried sick! |
| 6 | My master has been captured and only I can free them. |
| d6 | Flaw |
|---|---|
| 1 | I sometimes forget that death is permanent. |
| 2 | I am afraid of enclosed spaces and pocket dimensions. |
| 3 | I annoy people by stating the obvious all the time. |
| 4 | I am focused on other people and tend to neglect myself. |
| 5 | I am not good at dealing with hardship and discomfort. |
| 6 | I don't really know much about fey culture. |
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