The bond between a mage and their Familiar may go beyond the standard boundaries, using arcane power to manipulate and evolve the Familiar as they see fit. When you cast the spell find familiar you gain two evolution points to spend on evolutions :
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1-Point Evolutions |
Description |
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Basic Magic |
Select one Cantrip from the wizard spell list. The Familiar can cast this spell once per day as a spell-like ability. If the spell requires an attack roll, you use your attack modifier for the roll. This evolution can be selected multiple times. |
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Bite |
The Familiar gains a bite attack that deals 1d6+2 points of damage (1d8 if Medium, 2d6 if Large). Your familiar only has one attack per action.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. |
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Chameleon |
The Familiar gains a +10 bonus to stealth rolls. |
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Claws |
The Familiar gains two claw attacks that deal 1d4+2 points of damage (1d6 if Medium, 2d4 if Large). Your familiar only has one attack per action.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage. |
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Increased Fortitude |
The Familiar’s maximum hit points are increased by 20. |
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Natural Armor |
The familiar grows a form of natural armor, be it an armored hide or scales, that increases the AC by 2. |
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Stinger |
The Familiar gains a Sting attack. Your familiar only has one attack per action.
Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. |
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2-Point Evolutions |
Description |
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Amphibious |
The Familiar grows gills and gains the ability to breath underwater, and has a swim speed of 30ft
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Minor Magic |
Select one 1st-level spell from the wizard spell list. The Familiar can cast this spell once per day as a spell-like ability. If the spell requires an attack roll, you use your attack modifier for the roll. This evolution can be selected multiple times.
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Mount |
As long as your familiar’s size class is Medium or higher your familiar serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
If your familiar can fly, in order to fly while mounted their size class must be Large.
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Wild Growth |
The Familiar’s size class increases to Medium, giving it a minimum Strength and Dexterity score of 10 (+0), increasing its speed by 10ft and increasing its maximum health by 10. If this evolution is taken again or the creature is already medium sized, the size class increases to Large, giving it a minimum Strength and Dexterity score of 15 (+2), increasing its speed by 20ft and increasing the maximum health by an additional 10 points. |
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Wings |
The Familiar grows wings and has a fly speed of 30ft.
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3-Point Evolutions |
Description |
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Advanced Evolution |
For a familiar you may choose to summon a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. This creature still follows the rules of the Find Familiar spell, or the Pact of the Chain Warlock feature. |
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Celestial |
Your Familiar becomes celestial in appearance, and becomes immune to fear effects. In addition, it gains the Lay on Hands ability with a healing pool equal to your highest caster level that refills after a long rest. If you take this evolution you cannot take the Demonic, Phantasmal, or Fey evolutions.
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Demonic |
Your Familiar becomes demonic in appearance, and becomes immune to poison effects. In addition, it gains a breath weapon attack of your choice (fire, acid, lightning, poison, cold). When the familiar uses its breath weapon, each creature in a 15ft cone must make a Reflex (Dexterity) saving throw. The DC for this saving throw equals 8 + your Casting modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 when the caster reaches 6th level, 4d6 at 11th level, and 5d6 at 16th level. After the familiar uses its breath weapon, it can’t use it again until you complete a short or long rest. If you take this evolution you cannot take the Celestial, Phantasmal, or Fey evolutions
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Fey |
Your Familiar becomes Fey in appearance, becomes immune to sleep or being charmed, and gains the ability to project the beguiling and fearsome presence of the fey. As an action, your Familiar can cause each creature in a 10-foot cube originating from it to make a Wisdom saving throw against your spell save DC. The creatures that fail their saving throws are all charmed or frightened by you or your familiar(your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. If you take this evolution you cannot take the Celestial, Phantasmal, or Demonic evolutions.
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Major Magic |
Select one 2nd-level spell from the wizard spell list. The Familiar can cast this spell once per day as a spell-like ability. If the spell requires an attack roll, you use your attack modifier for the roll. This evolution can be selected multiple times. |
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Shared Evolution |
Once per day as an action, The Familiar may touch the caster and grant it one of its 1 or 2-point evolutions for an hour. Only one evolution can be shared at a time. Note: Should the Familiar already posses one of the features granted to it (i.e. an Owl or Bat already being able to fly) the evolution must still be taken. |
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Phantasmal |
The Familiar takes on a ghostly appearance, becoming resistant to bludgeoning, slashing, and piercing damage from non-magical weapons and once per day may cast the spell gaseous form on itself. |
When you cast the spell using a higher-level spell slot, you gain one additional point for each spell slot above 1st. Note: You cannot ritual cast a spell using a higher spell slot. These points reset when your Familiar is dismissed, killed or re-summoned to change form, and points can only be spent as part of casting the spell.
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Posted Dec 12, 2022I love this feat but the bite evolution is confusing with its wording, since it says at the beginning its 2 attacks, but then it says only 1 attack. Does it mean you can use 2 different attack types or was there a typo
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Posted Dec 13, 2022Thank you! Im trying to see what you mean but the bite attack only states one attack?
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Posted Mar 12, 2023Are you meant to be allowed to choose evolutions like Increased Fortitude multiple times?
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Posted Aug 1, 2023This feat undermines the pact of the chain warlock and would make Wizards a lot more powerful. I would suggest adding more restrictions, GP costs, and maybe a daily spell slot cost to keep it going. Maybe make it designed around Warlocks as well, or cause it to act more like a summoning spell. The stinger/attacks & the stealth are strong options for a low level wizard to have access to at the cost of a rest cast and a small amount of gold. The scaling of this feat is also crazy strong. The weaker options would still have an impact at higher levels.
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Posted Oct 14, 2023I think maybe he meant the claws evolution instead of the bite? It says "gains two claw attacks" but then specifies "Your familiar only has one attack per action."
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Posted Oct 14, 2023I don't think this feat exactly undermines pact of the chain since it is a feat instead of a class feature, so the pact of the chain warlock could take it themself and both of them would be giving up an ability score increase that could be bumping their spellcasting ability instead. On top of that, this doesn't necessarily produce "better" familiars than pact of the chain does and if the wizard is investing in this feat the warlock can be taking that ability score increase instead. It would of course depend on a lot of factors but a direct increase to all of your casting is arguably better. I don't think the feat needs any special restrictions or costs since your investing basically an entire level into it and it's all based off the find familiar spell which has its own costs anyways. That and the fact that you can't ritual cast it at a higher level seems fine to me. I think it's designed fine around warlocks if the only restriction is that you have to know the find familiar spell, which they can know if they go pact of the chain, and there would be advantages and disadvantages to the casting at higher level vs warlocks spell slot shenanigans. I'm not gunna try and argue the specific effects are perfectly balanced but I think its got a lot of very workable ideas if your trying to spice up your familiar game.
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Posted Nov 3, 2023Would the familiar use your Spell Save DC? If so, that should be mentioned, even though it's assumed.
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Posted Feb 2, 2024Pact of the Chain gives Warlock exactly this spell, so, combined with optional invocation from "Tasha's Cauldron of Everything", Investment of the Chain Master, Warlock gains way more power from this feat than wizard will ever do (especially considering the fact that warlock can refill spell slots after short rest).
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Posted Apr 12, 2024Wait a tick. What if I spend 2 evolution points to have the Familiar be able to cast a 1st level spell: Find Familiar. Then the familiar has a familiar. I then look through my familiar's eyes when my familiar is looking through their familiar's eyes allowing me to control a familiar 200 feet away.
This is hilarious.
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Posted Apr 21, 2024Warlock gets some of this. I do think a Pact of the chain warlock could have some fun with this. 5th lvl find Fimiliar (6 points) as a Sprite with Shadow blade (3 points) AC17 (1point for +2 AC) +10 stealth (1 Point) and 22 HP ( 1 point for two of the +20 HP bump) Oh and it has invisibility and a fly speed of 40. an imp might be better in a cave as Devil's sight and magic resistance and a 30 HP total would be gained for a drop to AC15. you might use Dragon's breath over Shadow Blade if you have a Pseudodragon.
That said I am of the opinion that Pteranodon using Advanced evolution, wild growth, and mount (7 points) might be fun with either the Celestial evolution or Increased Fortitude, Chameleon, and Natural Armor might be useful. Admittedly this is using a 9th lvl slot to make it happen so not every time but at the end of a easy Adventuring day making a Large Mount with AC 15, 33 HP, 60 ft fly speed with flyby mount that basically has Pass without trace or the ability to lay on hands.