Evolved Familiar Image
Prerequisite: Requires the spell Find Familiar
 

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 :

1-Point Evolutions

Description

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.

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.

Chameleon

The Familiar gains a +10 bonus to stealth rolls.

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.

Increased Fortitude

The Familiar’s maximum hit points are increased by 20.

Natural Armor

The familiar grows a form of natural armor, be it an armored hide or scales, that increases the AC by 2.

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.

2-Point Evolutions

Description

Amphibious

The Familiar grows gills and gains the ability to breath underwater, and has a swim speed of 30ft

 

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.

 

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.

 

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.

Wings

The Familiar grows wings and has a fly speed of 30ft.

 

 

3-Point Evolutions

Description

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.

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.

 

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

 

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.

 

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.

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.

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.

Evolved Familiar Image

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