Prerequisite: You must know either Find Familiar or Flock of Familiars to gain this feat.
- You gain the Flock of Familiars spell. However, instead of the usual 3 temporary familiars, it spawns 2 permanent familiars with the same stat blocks as normal. These familiars act the exact same as they normally would, however are not limited to one hour of usage. If you have another familiar, this spell is not affected by the other familiar.
- If you already know the Find Familiar spell, your familiar scales with you based on level. For every level gained by your character, the familiar gains 1dx (DM's discretion) for their base health stat. At level 4, the familiar gains +1 AC. At level 8 it gains +2 AC. At level 12 it gains +3 AC. At level 16 it gains +4 AC. At level 20 it gains +5 AC. (You may want to limit the AC bonues to +3 at level 12). Similarly to gaining AC, every 4 levels it gains 2 additions to its ability scores determined by the player with approval by the DM. These effects do not apply to the multiple familiars created by the Flock of Familiars spell. They only apply to the singular familiar created by the Find Familiar spell.
- Familiars are capable of wearing armor and using weapons if they are humanoid or otherwise specified to be custom fit for them. These pieces of equipment disappear along with the familiar when the familiar is dismissed or otherwise killed and reappear when the familiar is summoned again. Only a singular familiar created by Find Familiar is capable of wearing armor and wielding weapons. DM approval is required for the usage of the equipment by the familiar. Equipment for familiars is typically modified by an artificer with access to normal humanoid equipment.
- Alternatively..
- You instead learn a new level 2 spell (alternate casting of Flock of Familiars and mutually exclusive with it) called Find Supreme Familiar. This spell immediately gives your familiar +2 AC, doubles their base HP, and 4 additions to indiviudual ability scores as seen fit by the DM or player. It is capable of wearing armor and using weapons upon DM discretion with the same specifications from before. Every 4 levels proceeding this feat (8, 12, 16, 20), the familiar gains another AC, another 2 additions to its ability scores, and 1dX (DM's choice).
- You are barred from learning Flock of Familiars by any means, as these are mutually exclusive.
- Additionally, your familiar is capable of using magic items, having 1 independent attunement slot that is not shared with yours.
- If you choose, your familiar also grows 1 size (Tiny > Small or Small > Medium). However, you can choose to opt out of this feature.
Both give... - You gain access to all accessible familiars from all classes and races. This is with DM discretion. Homebrew familiars or flavoring of other pre-existing familiars is allowed on DM approval.
- Your familiar created by Find Familiar gains the ability to speak a single language that you already speak.
- Upon DM approval, you may switch between the two options at each level up.
- Your familiar created by Find Familiar gains 10m of speed in any category of movement they already are able to do (maximum of one category).
- Your familiar created by Find Familiar gains the ability to cast a single ranged cantrip that is fitting for their type (ie firebolt for imps). You do not necessarily need to know this cantrip, but it should come from your class spell list. This cantrip can only be cast 1 time per short rest.
- Even if your familiar is somehow outside of your range of telepathy (typically 1 mile), you still have a natural sense of their direction and general emotions.
- You still must use a bonus action to make your familiar created by Find Familiar to attack or do something other than dodge.
- Summoning any type of familiar requires a ritual during long rest or the casting of a spell and the expenditure of a spell slot. Dismissing any familiar can be done with a bonus action, whether or not its dead or alive.
- You develop a telepathic connection with your familiar and are able to see through its eyes and hear through its ears when you decide to do so. When doing this you are blind and deaf in your own body. You can also project your own voice through the body of the familiar.
- Your familiars do not require a bonus action or action to command to perform an action.
- You may deliver touch spells through your familiar using your own attack modifier for the rolls. In no other scenario may you do this. You can not perform ranged spells through your familiar.
- When your familiars reach 0 hp, they are transported to a pocket dimension where they remain until summoned again.
- You can no longer summon different familiars from the ones these effects apply to.
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