I heard that a familiar can give you advantage, but I want to argue that a familiar is useless and a waste of 10gp because:
It takes time to cast, so not useful in battle. Requires a brass brazier 10gp of components Can be killed super easily if used to "help" and give advantage?
For that reason, I figured it's not very useful, what are person's actual experience with them?
Do they get killed pretty easily?
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Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
you can cast it any time before the battle (even years) and it will be ready to use in combat or battle situations
the brass brazier is often overlooked or considered to be included with the 10gp material cost, remember you don't need material components that don't have a gp cost if you use a spell focus and a component pouch is assumed to have those things that don't have a gp cost... so you would have it covered either way
you already mentioned the 10gp in the introductory sentence, and then again as the 3rd point... you only pay it once and 10gp isn't really that much after level 1 or 2... many cast the spell many times paying 10gp each and every time and are somewhat happy to do so
not so easy to kill if you use them with a little care... any DM who has monsters ignoring the PC's and attacking familiars all the time is being unrealistic (the dragon breathes fire on the little stray cat sneaking up behind it, but while he ignores the wizard, fighter, and rogue they attack: fighter gets 4 attacks plus action surge for 4 more: rogue does a sneak attack: wizard cast meteor swarm and just like that the dragon lies dead at their feet... well worth the 10gp spent to cast find familiar
but it really is up to the DM if they want to kill off your familiar all the time
The only thing I see weak about the familiar, is its overpowered "help" ability demands that the DM take one shot at the thing and blow-it-away.
As I recall, the Help only works within 5 feet, so the familiar has to perform the action close to the action.
Therefore I see it as little effort for an enemy to say "this thing is going to give that Wizard advantage, to deal with the Wizard I first must deal with his advantage".
It seems like anything past lvl 3 would be able to destroy a familiar with one action, it'll almost certainly hit a DC11. A Dragon at highest CR has like +14 to hit?
So, personally, I saw the familiar as more of a nuissance, and wrote it off as any good DM *should* just knee-cap your familiar if you chose to use it at all, and then I'm out 10gp. (maybe chump change, but it's more the action of having to find the components in a town etc?)
If you're looking for a combat familiar the best choice is Owl. AC: 11, Fly 60, Darkvision 120, Flyby, Passive Perception 13, but with Keen Hearing & Sight, so it's normally going to be 18, with the +5 for the Adv from Keen Senses. Training in Perception and Stealth. +3 to both.
You have to be withing 5 feet to USE the Help Action, you don't have to STAY withing 5 feet for it to keep being used. Also if you have a Rogue in your party, it's probably best to give the Rogue help instead of taking it for yourself.
The owl has a 60' fly and so can fly 30' toward a target give the Help Action then fly 30' away, including 30 feet UP so melee attacks can't hit it. That also puts it out of the plane of most AoE attacks. Yes, the monsters can easily target and kill the owl. My 11th lvl Warlock is currently on my 4th owl, but it's 10 gold, we're not talking about a huge expense to replace. It's a Ritual Spell so it takes 1 hour + 10 minutes to cast Ritually and so it won't even use a slot.
In addition when not in combat my familiar can constantly give ME Help on Perception tests every turn so I have Advantage on random Perception tests.
I disagree with your statement that "any good DM". The familiar is minor nuisance, but directing concentrated fire to kill a 1 HP owl that could be better spent on the party just to get rid of the 1 Adv a turn takes a lot more effort then you think. 1) I don't always have the familiar out. If I'm in 5' corridor dungeons full of traps, I'll leave it in a pocket dimension. I can as an action just shove it into a pocket dimension. Also it's 10 gold of incense. The bras brazier is already in your spell component bag because it's not consumed and doesn't have a gold value. So it's just the 10g worth of charcoal, incense, and herbs.
Sure an Ancient Black Dragon has a +15 to hit, and if my owl soaks 2d10+8 bite attack instead of me, my familiar died valiantly and I thank it for it's sacrifice. Those hit points will not be in vain.
This doesn't even cover all the 3 dimensional things you can do with a familiar with scouting, etc... having 100' of telepathic sight plus 120' of darkvision and enhances senses.
If you're looking for a combat familiar the best choice is Owl. AC: 11, Fly 60, Darkvision 120, Flyby, Passive Perception 13, but with Keen Hearing & Sight, so it's normally going to be 18, with the +5 for the Adv from Keen Senses. Training in Perception and Stealth. +3 to both.
You have to be withing 5 feet to USE the Help Action, you don't have to STAY withing 5 feet for it to keep being used. Also if you have a Rogue in your party, it's probably best to give the Rogue help instead of taking it for yourself.
The owl has a 60' fly and so can fly 30' toward a target give the Help Action then fly 30' away, including 30 feet UP so melee attacks can't hit it. That also puts it out of the plane of most AoE attacks. Yes, the monsters can easily target and kill the owl. My 11th lvl Warlock is currently on my 4th owl, but it's 10 gold, we're not talking about a huge expense to replace. It's a Ritual Spell so it takes 1 hour + 10 minutes to cast Ritually and so it won't even use a slot.
In addition when not in combat my familiar can constantly give ME Help on Perception tests every turn so I have Advantage on random Perception tests.
I disagree with your statement that "any good DM". The familiar is minor nuisance, but directing concentrated fire to kill a 1 HP owl that could be better spent on the party just to get rid of the 1 Adv a turn takes a lot more effort then you think. 1) I don't always have the familiar out. If I'm in 5' corridor dungeons full of traps, I'll leave it in a pocket dimension. I can as an action just shove it into a pocket dimension. Also it's 10 gold of incense. The bras brazier is already in your spell component bag because it's not consumed and doesn't have a gold value. So it's just the 10g worth of charcoal, incense, and herbs.
Sure an Ancient Black Dragon has a +15 to hit, and if my owl soaks 2d10+8 bite attack instead of me, my familiar died valiantly and I thank it for it's sacrifice. Those hit points will not be in vain.
This doesn't even cover all the 3 dimensional things you can do with a familiar with scouting, etc... having 100' of telepathic sight plus 120' of darkvision and enhances senses.
I believe the familiar needs to be helping RIGHT when I'm taking my action, or not at all. That is the familiar cannot help, then leave the scene for or any other player's action to then benefit.
I'd be a d*** as a DM then, I would not allow the Owl to "fly in...help...fly out". The basic reason is obvious. Each round of actions is 6 seconds.
Imagine 6 seconds in a fight between well trained combatants, it's a life time and literally can mean life or death.
If you're not "helping" during the actual action being helped, I don't think it counts. Unless you're a couchpotato who never got in a bar fight before, let alone a real fight, then as soon as you're not being "pestered by a familiar" you should be able to regain your focus.
Maybe house rule it with a DEX saving throw of a DC of 10 to recover from Help in the same round when the familiar stops helping, but that's it.
I saw NOTHING in the rules that stated otherwise, so I'd almost argue even as a player NOT to allow my familiar to Help me if all he has to do is swoop in, "help" then leave.
If you're looking for a combat familiar the best choice is Owl. AC: 11, Fly 60, Darkvision 120, Flyby, Passive Perception 13, but with Keen Hearing & Sight, so it's normally going to be 18, with the +5 for the Adv from Keen Senses. Training in Perception and Stealth. +3 to both.
You have to be withing 5 feet to USE the Help Action, you don't have to STAY withing 5 feet for it to keep being used. Also if you have a Rogue in your party, it's probably best to give the Rogue help instead of taking it for yourself.
The owl has a 60' fly and so can fly 30' toward a target give the Help Action then fly 30' away, including 30 feet UP so melee attacks can't hit it. That also puts it out of the plane of most AoE attacks. Yes, the monsters can easily target and kill the owl. My 11th lvl Warlock is currently on my 4th owl, but it's 10 gold, we're not talking about a huge expense to replace. It's a Ritual Spell so it takes 1 hour + 10 minutes to cast Ritually and so it won't even use a slot.
In addition when not in combat my familiar can constantly give ME Help on Perception tests every turn so I have Advantage on random Perception tests.
I disagree with your statement that "any good DM". The familiar is minor nuisance, but directing concentrated fire to kill a 1 HP owl that could be better spent on the party just to get rid of the 1 Adv a turn takes a lot more effort then you think. 1) I don't always have the familiar out. If I'm in 5' corridor dungeons full of traps, I'll leave it in a pocket dimension. I can as an action just shove it into a pocket dimension. Also it's 10 gold of incense. The bras brazier is already in your spell component bag because it's not consumed and doesn't have a gold value. So it's just the 10g worth of charcoal, incense, and herbs.
Sure an Ancient Black Dragon has a +15 to hit, and if my owl soaks 2d10+8 bite attack instead of me, my familiar died valiantly and I thank it for it's sacrifice. Those hit points will not be in vain.
This doesn't even cover all the 3 dimensional things you can do with a familiar with scouting, etc... having 100' of telepathic sight plus 120' of darkvision and enhances senses.
I wanted to address the second part separately.
I realize the 10gp is not a lot, I'm more concerned about the 1hour. I don't want a game where I just have free one hours to spend everywhere and get my owl back for each next battled. But that's just me, I do want a faster paced game. I kinda like the "endurance runs".
As for the rest of what you said, those are awesome reasons to have a familiar.
Like, have the familiar for passive, out of combat things, because they can use darkvision as you said (and I didn't consider) and they can scout for you.
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Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
Clearly states that you can use your Action "Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage." RAW it says nothing that you have to stand there for the entire turn. The DM can always house rule the Help Action but they are house ruling the Help Action for everyone players and NPCs, not just the familiar.
This is because all of these action *are* happening in the same 6 seconds. The Owl flies over 30', distracts the target while the rogues stabs them, and then flies away 30 feet. The Rogue is probably using Cunning Action to Disengage and move out of combat in the same 6 seconds. Keep in mind it's "before your next turn." So, it's before the owl's next turn. So, this last pasts initiative resetting, so if the Rogue has Init 24 an the Owl has Init 2, the Owl can aid the Rogue for their next attack. In the way you describe combat you describe it as everyone has their own 6 seconds of combat, while everyone else just stands there waiting patiently for them to complete their turn like in Final Fantasy.
On top of this the Mastermind Rogue's 3rd level feature allows them to use Help as a Bonus Action to aid an ally in attacking a creature within 30' of them instead of 5'... Game play styles are build around this.
You've completely missed my point if you think I meant each person has 6 seconds in series, I know it's all concurrent. Even then, 6 seconds is a VERY long time. But that's role play and not quantative, we don't need to discuss that specifically.
As I've moved my focus to the other thread I'll consider this post you made when we talk there, but I do want to just address it in brief.
Clearly states that you can use your Action "Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage." RAW it says nothing that you have to stand there for the entire turn. The DM can always house rule the Help Action but they are house ruling the Help Action for everyone players and NPCs, not just the familiar.
This is because all of these action *are* happening in the same 6 seconds. The Owl flies over 30', distracts the target while the rogues stabs them, and then flies away 30 feet. The Rogue is probably using Cunning Action to Disengage and move out of combat in the same 6 seconds. Keep in mind it's "before your next turn." So, it's before the owl's next turn. So, this last pasts initiative resetting, so if the Rogue has Init 24 an the Owl has Init 2, the Owl can aid the Rogue for their next attack. In the way you describe combat you describe it as everyone has their own 6 seconds of combat, while everyone else just stands there waiting patiently for them to complete their turn like in Final Fantasy.
On top of this the Mastermind Rogue's 3rd level feature allows them to use Help as a Bonus Action to aid an ally in attacking a creature within 30' of them instead of 5'... Game play styles are build around this.
I should clarify I did not mean each person has 6 seconds in series, I know it's all concurrent. Even then, 6 seconds is a VERY long time. But that's role play and not quantative, we don't need to discuss that specifically.
As I've moved my focus to the other thread I'll consider this post you made when we talk there, but I do want to just address it in brief.
1) As you point out in rules, the help lasts until your next turn (the helper's next turn) that's an entire 6 seconds and as you've also noted, doesn't matter if the helper (you) then use your abilities to do something else.
2) Thus the rules should be changed, and certainly homebrewed, to reduce this crazy effectiveness, because it's bad role play, and bad mechanics. It's bad on both.
As explained in the other thread, Help is a +6 to your die roll.
As explained in other thread, a bird fluttering in your face for a moment then moving away for 6 seconds, won't accomplish anything, and a bird won't help against some big brutes in any meaningful role playing way.
3) We can mellow out the role play with just two simple die rolls and it solves everything...because it addresses the 'disengagement' (flying away) issue, and it allows the target to save against paltry creatures who are more "helpless" than "helpful".
As on other thread, a bird fluttering in your face for a moment then moving away for 6 seconds, won't accomplish anything, and a bird won't help against some big brutes in any meaningful role playing way.
Counterpoint: mosquito in your face is a comparable situation; that could conceivably distract a human for 6 seconds.
The only thing I see weak about the familiar, is its overpowered "help" ability demands that the DM take one shot at the thing and blow-it-away.
As I recall, the Help only works within 5 feet, so the familiar has to perform the action close to the action.
Therefore I see it as little effort for an enemy to say "this thing is going to give that Wizard advantage, to deal with the Wizard I first must deal with his advantage".
It seems like anything past lvl 3 would be able to destroy a familiar with one action, it'll almost certainly hit a DC11. A Dragon at highest CR has like +14 to hit?
So, personally, I saw the familiar as more of a nuissance, and wrote it off as any good DM *should* just knee-cap your familiar if you chose to use it at all, and then I'm out 10gp. (maybe chump change, but it's more the action of having to find the components in a town etc?)
Any good DM should play the party's opponents appropriately just like good players should play their characters without using player knowledge about their opponents weaknesses. Many more intelligent and experienced opponents will see a familiar, know exactly what it is, and target it if it's being used for the Help action in combat. Less intelligent opponents will not realize what the familiar is or what it's doing and will focus on the party members who they think are the biggest threat that round. Low intelligence opponents such as animals will either pick whichever party member is closest to them and focus exclusively on that party member until it's dead or will attack whichever party member hurt it the most in the last round.
There are also times when it's appropriate to use a familiar and times when it's appropriate to hide your familiar in it's pocket dimension. Determining when it's best to hide your familiar and when it's best to use it is part of the challenge of playing a character who has one.
A familiar is a tiny creature and whether it is taking the help action or some other action, I can't honestly see a monster, intelligent or not, wasting a turn to deal with it, especially when there are more serious threats present. The rest of the party are usually attacking with weapons and spells, so that is more important than whether a familiar gives advantage to one of those attacks.
But, hey, even if the DM does make the monster deal with the threat, for that round it's like a miss your turn for the monster.
Round 1. Some players attack, the monster attacks, and some more players attack.
Round 2. A player sends his familiar toward the monster to give the help action and another player attacks with advantage, the monster wastes his turn attacking and killing the familiar, other players attack.
Round 3. Some players attack...
At this time in the combat some players have attacked three times and others twice... the monster has only attacked the party once... it is probably dead or close to it.
I will gladly burn my familiar every time (under 5e rules) to make the monster waste a turn. But, unfortunately most DM's are way too smart for this tactic and usually ignore the familiar.
Although we're guilty of practicing a bit of necromancy in this thread, it's suitably appropriate for wizards.
I notice a lot of the discussion about familiars focuses on combat, and in particular, getting advantage through the Help action. It's why so many people choose owl familiars. It does make me feel that a lot of the remaining utility a familiar offers gets overlooked.
As long as we're talking combat, their ability to deliver touch spells for the wizard is not unimportant. Being able to put Haste on the Fighter or Invisibility on the Rogue, from across the room, definitely has its uses.
Outside of combat, scouting was mentioned. That's definitely where I've gotten the most utility out of my familiar. Each animal type brings its own particular use to that, and that's where the familiar's flexibility also comes in handy. Since you can change your familiar's form by casting the spell again, you can have whatever creature will benefit you the most at any given time. Where a snake or owl might attract suspicion, a cat or spider might go without notice.
And, of course, the familiar can use the Help action outside of combat, too. Having advantage on skill checks (which ones probably depends on the GM) is definitely a boon.
So familiars are a great feature for wizards, even if you don't take an owl. If nothing else, they're a nifty roleplaying accessory.
Not to hijack this thread but this seems liked the right place to ask since everyone is talking about "Familiars" here.
I am currently running my first ever Wizard thru "Out of the Abyss" right now and we are still in the very beginning (just hit level 2) and I have taken the "Find Familiar" spell with my 2 free spells I got at level 2. So my question is, how/where do I get the "* - (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)"? Are these common items that I can buy somewhere? Or is there a way around having to use these items and still be able to cast the spell? The reason I ask is because my DM said that after we get out this beginning part that we will be traveling for a long while and probably won't see a town or place to buy supplies. So I was thinking that if that is the case maybe I shouldn't take this spell right now if I cant use it for a long time and take a different spell instead?
Not to hijack this thread but this seems liked the right place to ask since everyone is talking about "Familiars" here.
I am currently running my first ever Wizard thru "Out of the Abyss" right now and we are still in the very beginning (just hit level 2) and I have taken the "Find Familiar" spell with my 2 free spells I got at level 2. So my question is, how/where do I get the "* - (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)"? Are these common items that I can buy somewhere? Or is there a way around having to use these items and still be able to cast the spell? The reason I ask is because my DM said that after we get out this beginning part that we will be traveling for a long while and probably won't see a town or place to buy supplies. So I was thinking that if that is the case maybe I shouldn't take this spell right now if I cant use it for a long time and take a different spell instead?
Generally speaking, if spell components come with a material cost, then you either have to find or buy those specifically. By the rules, you can't get around the material component part of the spell.
In short, talk to your GM about it. Since you're going to be traveling a lot and familiars are a noteworthy part of being a wizard, he might handwave the cost, either by negating it altogether or allowing your character to have found those materials somewhere. This is, unfortunately, one of the shortcomings of spellcasters: If you lack access to spell components, you're shut out of certain spells.
Not to hijack this thread but this seems liked the right place to ask since everyone is talking about "Familiars" here.
I am currently running my first ever Wizard thru "Out of the Abyss" right now and we are still in the very beginning (just hit level 2) and I have taken the "Find Familiar" spell with my 2 free spells I got at level 2. So my question is, how/where do I get the "* - (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)"? Are these common items that I can buy somewhere? Or is there a way around having to use these items and still be able to cast the spell? The reason I ask is because my DM said that after we get out this beginning part that we will be traveling for a long while and probably won't see a town or place to buy supplies. So I was thinking that if that is the case maybe I shouldn't take this spell right now if I cant use it for a long time and take a different spell instead?
Generally speaking, if spell components come with a material cost, then you either have to find or buy those specifically. By the rules, you can't get around the material component part of the spell.
In short, talk to your GM about it. Since you're going to be traveling a lot and familiars are a noteworthy part of being a wizard, he might handwave the cost, either by negating it altogether or allowing your character to have found those materials somewhere. This is, unfortunately, one of the shortcomings of spellcasters: If you lack access to spell components, you're shut out of certain spells.
I wasn't too worried about the charcoal, herbs, and incense part of the spell. I figure I'll find something that will work along the way. It was the "Brass Brazier" part that mostly worried me. But I've been doing some googling around and found some "Sage Advice" from Jeremy Crawford that said that the Brass Brazier doesn't matter only the 10gp worth of ingredients being consumed by fire matters. And some other people agreeing the same way because the Brass Brazier doesn't have a "Cost" so it's like any other thing that's in the component pouch that doesn't have a cost.
If you have a really uncompromising and unhelpful dm who makes everything potentially fun a nightmare then no. If you have a dm who enjoys his players having fun then yeah they are fun and super useful
They are useful for many purposes, scouting, spying, delivering a message, or just about anything else you can think of. And if your DM does decide to kill off your familiar, in 5e it only costs 10 gp and a little time to get another one. If it becomes a problem where he seems to be always targeting it, try having a talk out of game explaining it doesn't seem likely your familiar should always get killed and that you like having one to compliment your character in combat and role-play situations. Maybe as a last resort you can refuse to continue on the quest until you have taken the time to re-cast your Find Familiar spell, slowing down the game could be more of a bother than having your familiar around to give the Help action and whatever else.
Don't think of a familiar as only for combat. It could be used for scouting and communication over short distances. It could ride on a ally and cast touch spells on them when the wizard is not able to get close.
Familiars are also a big RP choice and reflection. Is it a get rat or a fiend spider? Why does this represent your character?
As to combat uses, think of the familiar as another consumable. It has a tactical use of when and how to use it knowing that it is likely a one and done. Have a spell that really needs to hit, might be worth the loss. Help the rogue get sneak attack against a for and it will be near certain death for any other ally, send the familiar. Once it is lost, perhaps you recast the spell as part of a long rest or instead of changing your known spells for the day, keep your previous list and bring back your familiar.
the 'casting a touch spell' feature is huge if you multi-class into level 1 cleric. I don't mess with the combat help feature (which usually lasts 1 round 'til it gets squished) - a flying healer / death save stabilizer is WAY more valuable...and has never gotten squished in that role.
the 'only 10gp' is also a pretty big deal for tier 1 Adventure League...if you copy a spell or two, wizards just don't have the gold to keep re-summoning a familiar.
I heard that a familiar can give you advantage, but I want to argue that a familiar is useless and a waste of 10gp because:
It takes time to cast, so not useful in battle.
Requires a brass brazier
10gp of components
Can be killed super easily if used to "help" and give advantage?
For that reason, I figured it's not very useful, what are person's actual experience with them?
Do they get killed pretty easily?
Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
Simeon Tor:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/34598-simeon-tor-chapter-1-the-heat-of-battle
The Heart of the Drow:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/36014-heart-of-the-drow-chapter-1
depends on the DM really, but...
you can cast it any time before the battle (even years) and it will be ready to use in combat or battle situations
the brass brazier is often overlooked or considered to be included with the 10gp material cost, remember you don't need material components that don't have a gp cost if you use a spell focus and a component pouch is assumed to have those things that don't have a gp cost... so you would have it covered either way
you already mentioned the 10gp in the introductory sentence, and then again as the 3rd point... you only pay it once and 10gp isn't really that much after level 1 or 2... many cast the spell many times paying 10gp each and every time and are somewhat happy to do so
not so easy to kill if you use them with a little care... any DM who has monsters ignoring the PC's and attacking familiars all the time is being unrealistic (the dragon breathes fire on the little stray cat sneaking up behind it, but while he ignores the wizard, fighter, and rogue they attack: fighter gets 4 attacks plus action surge for 4 more: rogue does a sneak attack: wizard cast meteor swarm and just like that the dragon lies dead at their feet... well worth the 10gp spent to cast find familiar
but it really is up to the DM if they want to kill off your familiar all the time
The only thing I see weak about the familiar, is its overpowered "help" ability demands that the DM take one shot at the thing and blow-it-away.
As I recall, the Help only works within 5 feet, so the familiar has to perform the action close to the action.
Therefore I see it as little effort for an enemy to say "this thing is going to give that Wizard advantage, to deal with the Wizard I first must deal with his advantage".
It seems like anything past lvl 3 would be able to destroy a familiar with one action, it'll almost certainly hit a DC11. A Dragon at highest CR has like +14 to hit?
So, personally, I saw the familiar as more of a nuissance, and wrote it off as any good DM *should* just knee-cap your familiar if you chose to use it at all, and then I'm out 10gp. (maybe chump change, but it's more the action of having to find the components in a town etc?)
Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
Simeon Tor:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/34598-simeon-tor-chapter-1-the-heat-of-battle
The Heart of the Drow:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/36014-heart-of-the-drow-chapter-1
I recommend you check out: https://www.dndbeyond.com/forums/class-forums/wizard/10449-choice-of-familiar
If you're looking for a combat familiar the best choice is Owl.
AC: 11, Fly 60, Darkvision 120, Flyby,
Passive Perception 13, but with Keen Hearing & Sight, so it's normally going to be 18, with the +5 for the Adv from Keen Senses.
Training in Perception and Stealth. +3 to both.
You have to be withing 5 feet to USE the Help Action, you don't have to STAY withing 5 feet for it to keep being used. Also if you have a Rogue in your party, it's probably best to give the Rogue help instead of taking it for yourself.
The owl has a 60' fly and so can fly 30' toward a target give the Help Action then fly 30' away, including 30 feet UP so melee attacks can't hit it. That also puts it out of the plane of most AoE attacks. Yes, the monsters can easily target and kill the owl. My 11th lvl Warlock is currently on my 4th owl, but it's 10 gold, we're not talking about a huge expense to replace. It's a Ritual Spell so it takes 1 hour + 10 minutes to cast Ritually and so it won't even use a slot.
In addition when not in combat my familiar can constantly give ME Help on Perception tests every turn so I have Advantage on random Perception tests.
I disagree with your statement that "any good DM". The familiar is minor nuisance, but directing concentrated fire to kill a 1 HP owl that could be better spent on the party just to get rid of the 1 Adv a turn takes a lot more effort then you think. 1) I don't always have the familiar out. If I'm in 5' corridor dungeons full of traps, I'll leave it in a pocket dimension. I can as an action just shove it into a pocket dimension.
Also it's 10 gold of incense. The bras brazier is already in your spell component bag because it's not consumed and doesn't have a gold value. So it's just the 10g worth of charcoal, incense, and herbs.
Sure an Ancient Black Dragon has a +15 to hit, and if my owl soaks 2d10+8 bite attack instead of me, my familiar died valiantly and I thank it for it's sacrifice. Those hit points will not be in vain.
This doesn't even cover all the 3 dimensional things you can do with a familiar with scouting, etc... having 100' of telepathic sight plus 120' of darkvision and enhances senses.
I believe the familiar needs to be helping RIGHT when I'm taking my action, or not at all. That is the familiar cannot help, then leave the scene for or any other player's action to then benefit.
I'd be a d*** as a DM then, I would not allow the Owl to "fly in...help...fly out". The basic reason is obvious. Each round of actions is 6 seconds.
Imagine 6 seconds in a fight between well trained combatants, it's a life time and literally can mean life or death.
If you're not "helping" during the actual action being helped, I don't think it counts. Unless you're a couchpotato who never got in a bar fight before, let alone a real fight, then as soon as you're not being "pestered by a familiar" you should be able to regain your focus.
Maybe house rule it with a DEX saving throw of a DC of 10 to recover from Help in the same round when the familiar stops helping, but that's it.
I saw NOTHING in the rules that stated otherwise, so I'd almost argue even as a player NOT to allow my familiar to Help me if all he has to do is swoop in, "help" then leave.
Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
Simeon Tor:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/34598-simeon-tor-chapter-1-the-heat-of-battle
The Heart of the Drow:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/36014-heart-of-the-drow-chapter-1
I wanted to address the second part separately.
I realize the 10gp is not a lot, I'm more concerned about the 1hour. I don't want a game where I just have free one hours to spend everywhere and get my owl back for each next battled. But that's just me, I do want a faster paced game. I kinda like the "endurance runs".
As for the rest of what you said, those are awesome reasons to have a familiar.
Like, have the familiar for passive, out of combat things, because they can use darkvision as you said (and I didn't consider) and they can scout for you.
Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
Simeon Tor:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/34598-simeon-tor-chapter-1-the-heat-of-battle
The Heart of the Drow:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/36014-heart-of-the-drow-chapter-1
You're not thinking about init correctly.
Combat is only 6 seconds, it's effectively happening all at the same time but also happening in turns. Otherwise it would be a mess.
Help Action
Clearly states that you can use your Action "Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage." RAW it says nothing that you have to stand there for the entire turn. The DM can always house rule the Help Action but they are house ruling the Help Action for everyone players and NPCs, not just the familiar.
This is because all of these action *are* happening in the same 6 seconds. The Owl flies over 30', distracts the target while the rogues stabs them, and then flies away 30 feet. The Rogue is probably using Cunning Action to Disengage and move out of combat in the same 6 seconds. Keep in mind it's "before your next turn." So, it's before the owl's next turn. So, this last pasts initiative resetting, so if the Rogue has Init 24 an the Owl has Init 2, the Owl can aid the Rogue for their next attack.
In the way you describe combat you describe it as everyone has their own 6 seconds of combat, while everyone else just stands there waiting patiently for them to complete their turn like in Final Fantasy.
On top of this the Mastermind Rogue's 3rd level feature allows them to use Help as a Bonus Action to aid an ally in attacking a creature within 30' of them instead of 5'... Game play styles are build around this.
You've completely missed my point if you think I meant each person has 6 seconds in series, I know it's all concurrent. Even then, 6 seconds is a VERY long time. But that's role play and not quantative, we don't need to discuss that specifically.
As I've moved my focus to the other thread I'll consider this post you made when we talk there, but I do want to just address it in brief.
I should clarify I did not mean each person has 6 seconds in series, I know it's all concurrent. Even then, 6 seconds is a VERY long time. But that's role play and not quantative, we don't need to discuss that specifically.
As I've moved my focus to the other thread I'll consider this post you made when we talk there, but I do want to just address it in brief.
1) As you point out in rules, the help lasts until your next turn (the helper's next turn) that's an entire 6 seconds and as you've also noted, doesn't matter if the helper (you) then use your abilities to do something else.
2) Thus the rules should be changed, and certainly homebrewed, to reduce this crazy effectiveness, because it's bad role play, and bad mechanics. It's bad on both.
As explained in the other thread, Help is a +6 to your die roll.
As explained in other thread, a bird fluttering in your face for a moment then moving away for 6 seconds, won't accomplish anything, and a bird won't help against some big brutes in any meaningful role playing way.
3) We can mellow out the role play with just two simple die rolls and it solves everything...because it addresses the 'disengagement' (flying away) issue, and it allows the target to save against paltry creatures who are more "helpless" than "helpful".
Read the first chapters. Feel free to critique. Will link the next chapters at the end of the first. Two stories running so far.
Simeon Tor:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/34598-simeon-tor-chapter-1-the-heat-of-battle
The Heart of the Drow:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/36014-heart-of-the-drow-chapter-1
Counterpoint: mosquito in your face is a comparable situation; that could conceivably distract a human for 6 seconds.
Any good DM should play the party's opponents appropriately just like good players should play their characters without using player knowledge about their opponents weaknesses. Many more intelligent and experienced opponents will see a familiar, know exactly what it is, and target it if it's being used for the Help action in combat. Less intelligent opponents will not realize what the familiar is or what it's doing and will focus on the party members who they think are the biggest threat that round. Low intelligence opponents such as animals will either pick whichever party member is closest to them and focus exclusively on that party member until it's dead or will attack whichever party member hurt it the most in the last round.
There are also times when it's appropriate to use a familiar and times when it's appropriate to hide your familiar in it's pocket dimension. Determining when it's best to hide your familiar and when it's best to use it is part of the challenge of playing a character who has one.
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A familiar is a tiny creature and whether it is taking the help action or some other action, I can't honestly see a monster, intelligent or not, wasting a turn to deal with it, especially when there are more serious threats present. The rest of the party are usually attacking with weapons and spells, so that is more important than whether a familiar gives advantage to one of those attacks.
But, hey, even if the DM does make the monster deal with the threat, for that round it's like a miss your turn for the monster.
Round 1. Some players attack, the monster attacks, and some more players attack.
Round 2. A player sends his familiar toward the monster to give the help action and another player attacks with advantage, the monster wastes his turn attacking and killing the familiar, other players attack.
Round 3. Some players attack...
At this time in the combat some players have attacked three times and others twice... the monster has only attacked the party once... it is probably dead or close to it.
I will gladly burn my familiar every time (under 5e rules) to make the monster waste a turn. But, unfortunately most DM's are way too smart for this tactic and usually ignore the familiar.
Treantmonk's incredible video covering familiars:
https://www.youtube.com/watch?v=eLiAzyj5Inc
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Although we're guilty of practicing a bit of necromancy in this thread, it's suitably appropriate for wizards.
I notice a lot of the discussion about familiars focuses on combat, and in particular, getting advantage through the Help action. It's why so many people choose owl familiars. It does make me feel that a lot of the remaining utility a familiar offers gets overlooked.
As long as we're talking combat, their ability to deliver touch spells for the wizard is not unimportant. Being able to put Haste on the Fighter or Invisibility on the Rogue, from across the room, definitely has its uses.
Outside of combat, scouting was mentioned. That's definitely where I've gotten the most utility out of my familiar. Each animal type brings its own particular use to that, and that's where the familiar's flexibility also comes in handy. Since you can change your familiar's form by casting the spell again, you can have whatever creature will benefit you the most at any given time. Where a snake or owl might attract suspicion, a cat or spider might go without notice.
And, of course, the familiar can use the Help action outside of combat, too. Having advantage on skill checks (which ones probably depends on the GM) is definitely a boon.
So familiars are a great feature for wizards, even if you don't take an owl. If nothing else, they're a nifty roleplaying accessory.
Not to hijack this thread but this seems liked the right place to ask since everyone is talking about "Familiars" here.
I am currently running my first ever Wizard thru "Out of the Abyss" right now and we are still in the very beginning (just hit level 2) and I have taken the "Find Familiar" spell with my 2 free spells I got at level 2. So my question is, how/where do I get the "* - (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)"? Are these common items that I can buy somewhere? Or is there a way around having to use these items and still be able to cast the spell? The reason I ask is because my DM said that after we get out this beginning part that we will be traveling for a long while and probably won't see a town or place to buy supplies. So I was thinking that if that is the case maybe I shouldn't take this spell right now if I cant use it for a long time and take a different spell instead?
Generally speaking, if spell components come with a material cost, then you either have to find or buy those specifically. By the rules, you can't get around the material component part of the spell.
In short, talk to your GM about it. Since you're going to be traveling a lot and familiars are a noteworthy part of being a wizard, he might handwave the cost, either by negating it altogether or allowing your character to have found those materials somewhere. This is, unfortunately, one of the shortcomings of spellcasters: If you lack access to spell components, you're shut out of certain spells.
I wasn't too worried about the charcoal, herbs, and incense part of the spell. I figure I'll find something that will work along the way. It was the "Brass Brazier" part that mostly worried me. But I've been doing some googling around and found some "Sage Advice" from Jeremy Crawford that said that the Brass Brazier doesn't matter only the 10gp worth of ingredients being consumed by fire matters. And some other people agreeing the same way because the Brass Brazier doesn't have a "Cost" so it's like any other thing that's in the component pouch that doesn't have a cost.
If you have a really uncompromising and unhelpful dm who makes everything potentially fun a nightmare then no. If you have a dm who enjoys his players having fun then yeah they are fun and super useful
They are useful for many purposes, scouting, spying, delivering a message, or just about anything else you can think of. And if your DM does decide to kill off your familiar, in 5e it only costs 10 gp and a little time to get another one. If it becomes a problem where he seems to be always targeting it, try having a talk out of game explaining it doesn't seem likely your familiar should always get killed and that you like having one to compliment your character in combat and role-play situations. Maybe as a last resort you can refuse to continue on the quest until you have taken the time to re-cast your Find Familiar spell, slowing down the game could be more of a bother than having your familiar around to give the Help action and whatever else.
Don't think of a familiar as only for combat. It could be used for scouting and communication over short distances. It could ride on a ally and cast touch spells on them when the wizard is not able to get close.
Familiars are also a big RP choice and reflection. Is it a get rat or a fiend spider? Why does this represent your character?
As to combat uses, think of the familiar as another consumable. It has a tactical use of when and how to use it knowing that it is likely a one and done. Have a spell that really needs to hit, might be worth the loss. Help the rogue get sneak attack against a for and it will be near certain death for any other ally, send the familiar. Once it is lost, perhaps you recast the spell as part of a long rest or instead of changing your known spells for the day, keep your previous list and bring back your familiar.
the 'casting a touch spell' feature is huge if you multi-class into level 1 cleric. I don't mess with the combat help feature (which usually lasts 1 round 'til it gets squished) - a flying healer / death save stabilizer is WAY more valuable...and has never gotten squished in that role.
the 'only 10gp' is also a pretty big deal for tier 1 Adventure League...if you copy a spell or two, wizards just don't have the gold to keep re-summoning a familiar.
Guide to the Five Factions (PWYW)
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