I want to give my players an opportunity to get familiars because the wiz uses find familiar and everybody wants one now. I thought about the ring of spell storing but I don't know if my players will think of that. Any suggestions?
Your players, your game, your call, BUT, if it were me, I would have a Bag of Tricks, maybe 2, drop instead. The familiar, and it's use and versatility, is a caster thing and your Wizard has opted to use a spell choice to have it. I would allow them menial companions like the Bag of Tricks offers, nothing more.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Yeah, the wizard used resources to get a familiar. Just giving the rest of the group an equivalent is a bit unfair, unless they are nerfed comparatively.
We did the ring thing. Players rarely used the familiars. Keep in mind that there are basically two uses for a familiar:
delivery of touch spells
scouting
Non-casters do not even need option 1. And it usually does not matter if your wizard is the guy doing the familiar scout job or someone else. The main use of this is for casters that do not normally get Find Familiar to deliver touch spells. Handy for clerics, etc. Those non-wizard casters are the ones that really benefit from this.
But...familiars tend to die often - 1 HP is not enough for a long life. So you usually have to recast the spell alot. This is why rings of spell storing make more sense than other means.
Yeah, the wizard used resources to get a familiar. Just giving the rest of the group an equivalent is a bit unfair, unless they are nerfed comparatively.
Getting a familiar, for a wizard, is a one-time investment of 50-100g (to acquire and scribe the spell), and 10g per casting. This is basically ignorable by level 2-3.
Another option is to give them either the Onyx Dog Figurine of Wondrous power or the Silver Raven. While not familiars, they can serve a similar role-playing function.
Personally, I leave problems like this up to a players to solve and then just do what makes sense when they achieve it or let them know whats available in the rules if they pass an arcana check and or do some research in game. It's not really vital to anything that they get this so it can be left up to rolls and the players ingenuity. Additionally when you do it that way you open up more options and chances for side quests and things.
There are special familiars which they can seek out like:
I might even make more if they are really set on something like an elemental. A minor wind elemental that can cast gust for example. Though in all cases they need a plausible plan of how to get it whether that be finding some one who can help them summon it or going to a place they are found ect...
There are also items which allow them to cast the find familiar spells like ring of spell storing. Similarly I might explain they can do it but they need a plan to get that item ect...
Yeah, the wizard used resources to get a familiar. Just giving the rest of the group an equivalent is a bit unfair, unless they are nerfed comparatively.
Getting a familiar, for a wizard, is a one-time investment of 50-100g (to acquire and scribe the spell), and 10g per casting. This is basically ignorable by level 2-3.
That assumes the wizard go shopping and buy any scroll they want. Many (most?) campaigns if scrolls can be bought the seller might have 2 or 3 1st level spells available so 5he chances of buying find familiar is low.
I think a better assumption is the wizard chose find familiar as one of his spells at character creation or level up 8n which case the cost is not having a different spell known.
I have also been on campaigns where I did not have 100gp at level 2 and it would be a significant investment at level 3 (maybe half my gold). For a wizard unless he can afford to copy EVERY spell he could possibly want to cast nothing is ignoreable.
I would say no, no, and no again for good measure.
D&D is most fun when the characters have widely varying, different abilities. The fact that the other players now want a familiar means that the wizard has something that is cool, and fun, and only he can do it. This is great for the wizard player and it makes them feel special, and that they have something really great to contribute.
If all the other characters suddenly gain access to familiars... then you're taking away something that belongs to a particular set of classes, and making it basic. By giving it to everyone it will not feel fun, or special, and your wizard will miss the days when he scouted with his familiar, since now everyone else is doing it.
If they really want a familiar, your players can take a feat to get it: Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
So they can take this feat in place of an ASI if it's important to them to have familiars. That gives them something to look forward to, and there's at least a trade off. RP it as the wizard teaches them the spells.
If you're going to give the others familiars because they want them, make sure to give the wizard heavy armour proficiency and a suit of plate armour too.
Depending on the class of the other PCs, they might be able to gain a companion in some other way than merely the Find Familiar spell.
If there is any downtime in the campaign, PCs might also try training up a pet with Animal Handling if they don't have a better way of getting a companion.
Do your players want familiars or do they want animal friends? Because if they're looking for a cuddly pal who will follow them around, that's easily solved with a party pet or mount. If they want something that can scout and channel spells at range, that's entirely different.
Frankly, giving all of them familiars or summons is going to make the wizard feel less special and will open up a world of headaches for you in exploration and combat. A group pet/pack animal/mount/Bag of Tricks can let the whole party benefit from an animal buddy without stepping on the wizard's class features.
Do your players want familiars or do they want animal friends? Because if they're looking for a cuddly pal who will follow them around, that's easily solved with a party pet or mount. If they want something that can scout and channel spells at range, that's entirely different.
Frankly, giving all of them familiars or summons is going to make the wizard feel less special and will open up a world of headaches for you in exploration and combat. A group pet/pack animal/mount/Bag of Tricks can let the whole party benefit from an animal buddy without stepping on the wizard's class features.
The group I'm DMing for has so far rescued/adopted three horses and three dogs, plus the beastmaster ranger's snow leopard pal. I also gave them this variant of a Bad of Tricks I whipped up for fun: Robe of Fuzzy Friends
If your party likes animals, they will solve the "problem" themselves, trust me. You won't have to go out of your way to find an excuse to give them actual familiars
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My initial reaction is what Sanvael said. FF is as tightly restricted to wizard as Chaos Bolt is to sorcerers or Eldritch Blast is to warlocks. It's essentially a class feature.
If they want cuddly pets, give them pets. They can do the roleplaying stuff with them but ultimately they are tiny animals that aren't smart or brave enough to scout or do things in combat. My group has a donkey and we love that guy. No perks needed.
My initial reaction is what Sanvael said. FF is as tightly restricted to wizard as Chaos Bolt is to sorcerers or Eldritch Blast is to warlocks. It's essentially a class feature.
It's not that tightly restricted it's very available, druids (through Tasha's optional rules) and warlock both also get it through class features and it's available as a feat.
The DMG also says it's fine to swap around spells, they're mainly just flavour. The only exception balance wise is the warlock whose casting for 1-5 level spells potentially allows casting spells more than intended. Though this is not an issue for find familiar which is already available to them multiple ways.
it is a bit boring if everyone gets owl familiars from the spell but there are a bunch of varieties and like other people have said other pets. So if you leave it open for them to find their own ways there's a good chance players will get variety.
If you're going to give the others familiars because they want them, make sure to give the wizard heavy armour proficiency and a suit of plate armour too.
As for this, similarly I would allow it. Armor proficiency is not that difficult to get through multi classing, feats, magic items, spells and alike. So I would be fairly likely to let a wizard try to get it in a way they see fit. I'd honestly rather do it that way than have every wizard multiclass peace cleric for Armor proficiencies and a boost.
If gaining these things becomes a game play element then you avoid the spam of magic initiate, cleric multi classes and alike. I think allot of these no's really miss how possible all these things already are as per the normal rules.
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I want to give my players an opportunity to get familiars because the wiz uses find familiar and everybody wants one now. I thought about the ring of spell storing but I don't know if my players will think of that. Any suggestions?
And...?
I'd plot device it, though a spellwrought tattoo allows casting spells that aren't on the character's spell list.
Your players, your game, your call, BUT, if it were me, I would have a Bag of Tricks, maybe 2, drop instead. The familiar, and it's use and versatility, is a caster thing and your Wizard has opted to use a spell choice to have it. I would allow them menial companions like the Bag of Tricks offers, nothing more.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Yeah, the wizard used resources to get a familiar. Just giving the rest of the group an equivalent is a bit unfair, unless they are nerfed comparatively.
We did the ring thing. Players rarely used the familiars. Keep in mind that there are basically two uses for a familiar:
Non-casters do not even need option 1. And it usually does not matter if your wizard is the guy doing the familiar scout job or someone else. The main use of this is for casters that do not normally get Find Familiar to deliver touch spells. Handy for clerics, etc. Those non-wizard casters are the ones that really benefit from this.
But...familiars tend to die often - 1 HP is not enough for a long life. So you usually have to recast the spell alot. This is why rings of spell storing make more sense than other means.
Getting a familiar, for a wizard, is a one-time investment of 50-100g (to acquire and scribe the spell), and 10g per casting. This is basically ignorable by level 2-3.
Another option is to give them either the Onyx Dog Figurine of Wondrous power or the Silver Raven. While not familiars, they can serve a similar role-playing function.
Personally, I leave problems like this up to a players to solve and then just do what makes sense when they achieve it or let them know whats available in the rules if they pass an arcana check and or do some research in game. It's not really vital to anything that they get this so it can be left up to rolls and the players ingenuity. Additionally when you do it that way you open up more options and chances for side quests and things.
There are special familiars which they can seek out like:
I might even make more if they are really set on something like an elemental. A minor wind elemental that can cast gust for example. Though in all cases they need a plausible plan of how to get it whether that be finding some one who can help them summon it or going to a place they are found ect...
There are also items which allow them to cast the find familiar spells like ring of spell storing. Similarly I might explain they can do it but they need a plan to get that item ect...
That assumes the wizard go shopping and buy any scroll they want. Many (most?) campaigns if scrolls can be bought the seller might have 2 or 3 1st level spells available so 5he chances of buying find familiar is low.
I think a better assumption is the wizard chose find familiar as one of his spells at character creation or level up 8n which case the cost is not having a different spell known.
I have also been on campaigns where I did not have 100gp at level 2 and it would be a significant investment at level 3 (maybe half my gold). For a wizard unless he can afford to copy EVERY spell he could possibly want to cast nothing is ignoreable.
I would say no, no, and no again for good measure.
D&D is most fun when the characters have widely varying, different abilities. The fact that the other players now want a familiar means that the wizard has something that is cool, and fun, and only he can do it. This is great for the wizard player and it makes them feel special, and that they have something really great to contribute.
If all the other characters suddenly gain access to familiars... then you're taking away something that belongs to a particular set of classes, and making it basic. By giving it to everyone it will not feel fun, or special, and your wizard will miss the days when he scouted with his familiar, since now everyone else is doing it.
If they really want a familiar, your players can take a feat to get it: Magic Initiate
So they can take this feat in place of an ASI if it's important to them to have familiars. That gives them something to look forward to, and there's at least a trade off. RP it as the wizard teaches them the spells.
If you're going to give the others familiars because they want them, make sure to give the wizard heavy armour proficiency and a suit of plate armour too.
Depending on the class of the other PCs, they might be able to gain a companion in some other way than merely the Find Familiar spell.
If there is any downtime in the campaign, PCs might also try training up a pet with Animal Handling if they don't have a better way of getting a companion.
Do your players want familiars or do they want animal friends? Because if they're looking for a cuddly pal who will follow them around, that's easily solved with a party pet or mount. If they want something that can scout and channel spells at range, that's entirely different.
Frankly, giving all of them familiars or summons is going to make the wizard feel less special and will open up a world of headaches for you in exploration and combat. A group pet/pack animal/mount/Bag of Tricks can let the whole party benefit from an animal buddy without stepping on the wizard's class features.
The group I'm DMing for has so far rescued/adopted three horses and three dogs, plus the beastmaster ranger's snow leopard pal. I also gave them this variant of a Bad of Tricks I whipped up for fun: Robe of Fuzzy Friends
If your party likes animals, they will solve the "problem" themselves, trust me. You won't have to go out of your way to find an excuse to give them actual familiars
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My initial reaction is what Sanvael said. FF is as tightly restricted to wizard as Chaos Bolt is to sorcerers or Eldritch Blast is to warlocks. It's essentially a class feature.
If they want cuddly pets, give them pets. They can do the roleplaying stuff with them but ultimately they are tiny animals that aren't smart or brave enough to scout or do things in combat. My group has a donkey and we love that guy. No perks needed.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
It's not that tightly restricted it's very available, druids (through Tasha's optional rules) and warlock both also get it through class features and it's available as a feat.
The DMG also says it's fine to swap around spells, they're mainly just flavour. The only exception balance wise is the warlock whose casting for 1-5 level spells potentially allows casting spells more than intended. Though this is not an issue for find familiar which is already available to them multiple ways.
it is a bit boring if everyone gets owl familiars from the spell but there are a bunch of varieties and like other people have said other pets. So if you leave it open for them to find their own ways there's a good chance players will get variety.
As for this, similarly I would allow it. Armor proficiency is not that difficult to get through multi classing, feats, magic items, spells and alike. So I would be fairly likely to let a wizard try to get it in a way they see fit. I'd honestly rather do it that way than have every wizard multiclass peace cleric for Armor proficiencies and a boost.
If gaining these things becomes a game play element then you avoid the spam of magic initiate, cleric multi classes and alike. I think allot of these no's really miss how possible all these things already are as per the normal rules.