Familiar Achievements
You have earned a favour of potent arcane being. For as long you retain it's favour, you gain following benefits:
- You learn Find Familiar. It doesn't count towards spells known. If you already know it, you can choose a different spell from your class spell list. You may only cast it once per long rest without expending a spell slot. Intelligence is your Spellcasting ability for the spell.
- Your familiar can take many forms: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
- Your familiar can take on additional forms. Willingness to take on a form is determined by the familiars personality and relationship with its master. Familiar can only take on form of a being of up to medium size of up to CR 1.
- Your familiar retains his Intelligence, Wisdom and Charisma regardless of form.
- Your familiar's Intelligence score becomes 6, if the form it takes would normally have an Intelligence lower than that.
- The familiar will have a higher than average intelligence (6 or 3 points higher than listed if above 3).
- Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
- When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
- As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
- Empathic Link: The Master has an empathic link with their familiar out to a distance of up to 1 mile. The Master can see through the familiar’s eyes and they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. When using a familiar's senses as your own it replaces your own senses. IE: You can't see out of your own eyes when using your familiars.
- Your familiar gains additional HP equal to half your HP (round up) + the spell caster's spell modifier but it can't gain more HP than you maximally have, with this feature.
- While your familiar is within 100 feet of you can use your action, to teleport to its positions, this will dismiss your familiar.
- The form can attack using the normal stats for the creature
- The familiar knows how to cast the cantrip prestidigitation at will and may use its skills or the cantrip to help its master in appropriate (GM determined) tasks.
- Finally, the familiar may take over the concentration effort of any one spell from its master, substituting itself instead. Concentration is held as though the original spell caster is maintaining the spell.
- When you cast Find Familiar, you can have your familiar take one of the special forms granted by the warlock's Pact of the Blade feature.
- You can now summon your familiar as an action, requiring no material components and without expending a spell slot.
- When you cast a spell and have your familiar, you may forgo the Spellcasting range restriction in place of Familiars, when you do so, you may cast the spell from the position of your familiar regardless of the range of the spell as if you yourself were the origin point.
- Your familiar gains the "Avoidance" trait. Any attack, effect, or ability that does not directly target the familiar and they succeed their saving throw, can use their reaction to take no damage.
- You grant your familiar one additional movement type of 10 ft. This will be made available via physical changes necessary (ex. wings for flight, fins for swim speed, etc.).
- You increase your familiar's size by one.
- When you cast any spell, no matter the range, you can choose to deliver it through your familiar
- Scry on Familiar: You may scry on your familiar (as if casting the spell scrying) once per day.
- Share Spell: When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the dragon is within 30 ft. of you.
- You gain +1 to perception and AC along with these abilities
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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| Chameleon |
The Familiar gains a +10 bonus to stealth rolls. |
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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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Celestial |
| 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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