I was reading the Imp's page and was quite intrigued by this line:
Any equipment it is wearing or carrying isn’t transformed.
Which implies that it can wear and carry equipment... So how far can I take this? Can I give it a light crossbow and bolts to attack with? Can I give it potions to heal others? Can I give it magic items? And attune it to them? What can I do with this information?
I was reading the Imp's page and was quite intrigued by this line:
Any equipment it is wearing or carrying isn’t transformed.
Which implies that it can wear and carry equipment... So how far can I take this? Can I give it a light crossbow and bolts to attack with? Can I give it potions to heal others? Can I give it magic items? And attune it to them? What can I do with this information?
Thanks in advance :)
Familiars can certainly wear and carry equipment. An Imp does have the necessary anatomy to hold and fire a crossbow, though due to its size it might need a specially designed one. And it does not have a feature that would give it proficiency with that (or any) weapon, so its utility in combat might be limited.
Giving it potions to heal others certainly seems valid, and it can certainly use magic items (again, subject to the limits of its anatomy).
There's nothing in the rules on attunement that limits it to player characters, so it should be possible for a familiar to attune to a magic item, as long as the item doesn't have any attunement restrictions that would prevent it. (For instance, an Imp does not have a class, so it can't attune to anything that says something like "requires attunement by a Sorcerer".) But this is something you want to check with your DM about, since it's kind of a gray area, and it's common to place restrictions on it. DDAL, for instance, has a restriction that if your familiar attunes to a magic item, it takes up one of your attunement slots as well, as a way of preventing people from using it as a loophole to effectively attune to a huge number of items.
Thank you. I was assuming a light crossbow wouldn't need proficiency since it's a simple weapon, but I like the idea of needing to craft a smaller one to adapt its anatomy (or give it a hand crossbow, which for it would be considered a light crossbow)
I was also thinking of giving it my backpack, to justify it being able to carry things around despite not having any pockets, or any clothes for that matter 😂
As a long time Chainlock player, I have seen a bunch of variations with the familiars. First thing to remember is you do not have an imp, quasit, etc. as your familiar. It is a spirit assuming the form of that creature. After that, everything added is up to a conversation with your DM. Can a spirit use magic items? Can a spirit attune to items? Can the spirit return to its pocket dimension carrying an item, then return with that item when returned from it? All of these are questions that the DM has the ability to adjudicate before and during game play.
Most DMs do not allow familiars to keep items with them when moving into and out of the pocket dimension. I have been at tables where the DM allows the spirit to attune and those items are sticky and stay with it in and out of the pocket dimension. I know the sprite has a ranged attack which is all about the rider coupled to Investment of the Chain Master to up the DC of the poison. The imp is mechanically superior as a scout and support overall though which is why it does not have a ranged attack.
In play though, the ability to transform into extra forms has proved uniquely useful. I had a familiar carry a wand of magic missle for a small bit, but that makes it a target and you have to remember to grab the item before moving on. Most DMs will leave your familiar alone if it is primarily serving a utility purpose or being used to shuttle potions and ammo around the battle field invisibly. Even the help action can be abused if the DM allows it giving you permanent ADV on attacks and some skills which seem appropriate for your spirit (Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5).
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I would personally allow an imp to use a crossbow but since a familiar doesn't have player levels nor anything else that grants proficiency, it's going to have a poor attack bonus with it.
in regards to attunement, there is no reason that a familiar can not attune, the section in the PHB/Free Rules (2024) only states creature and while the familiar is a spirit, it is also still a creature and has a creature's stat block (that it has assumed). This does carry the caveat that a creature need have the necessary appendages to use said item however, or that the item is of the correct size for the familiar.
Find familiar is quiet specific on what happens to items, the familiar can not take items into it's pocket dimension, they fall to the floor.
Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
I would personally allow an imp to use a crossbow but since a familiar doesn't have player levels nor anything else that grants proficiency, it's going to have a poor attack bonus with it.
I would personally allow an imp to use a crossbow but since a familiar doesn't have player levels nor anything else that grants proficiency, it's going to have a poor attack bonus with it.
Imps have 17 DEX and a +2 PB though...
Sure, but they're not proficient with crossbows, so their proficiency bonus isn't relevant. They would have a total attack bonus of +3.
I'd rule a Tiny Imp familiar can't attack with a crossbow being inappropriate Equipment Size unless a smaller version was manufactured for it for example.
I would personally allow an imp to use a crossbow but since a familiar doesn't have player levels nor anything else that grants proficiency, it's going to have a poor attack bonus with it.
in regards to attunement, there is no reason that a familiar can not attune, the section in the PHB/Free Rules (2024) only states creature and while the familiar is a spirit, it is also still a creature and has a creature's stat block (that it has assumed). This does carry the caveat that a creature need have the necessary appendages to use said item however, or that the item is of the correct size for the familiar.
Find familiar is quiet specific on what happens to items, the familiar can not take items into it's pocket dimension, they fall to the floor.
Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
OH! I did not realize that was in the new reading. I am still reading the OG 5E text. The old reading was: "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."
Sorry for adding that bit then.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
If size permit, a Tiny Imp familiar otherwise has a carrying capacity of 45 lbs based on its Strength and can even drag, lift or push twice as much. They have small hands and can certainly manipulate items.
Most DMs do not allow familiars to keep items with them when moving into and out of the pocket dimension. I have been at tables where the DM allows the spirit to attune and those items are sticky and stay with it in and out of the pocket dimension
I am not aware of anything in the Attunement section that would say otherwise. RAW, I expect this to be the behavior.
MM24 specify monsters can equip and attune to magic items;
Equipping a Monster with Other Items
You may equip monsters with additional gear however you like, using the equipment chapter of the Player’s Handbook for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable.
Beware of giving a monster combat-oriented magic items, since those might alter the monster’s Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted in the Player’s Handbook. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I was reading the Imp's page and was quite intrigued by this line:
Which implies that it can wear and carry equipment...
So how far can I take this? Can I give it a light crossbow and bolts to attack with? Can I give it potions to heal others? Can I give it magic items? And attune it to them?
What can I do with this information?
Thanks in advance :)
Familiars can certainly wear and carry equipment. An Imp does have the necessary anatomy to hold and fire a crossbow, though due to its size it might need a specially designed one. And it does not have a feature that would give it proficiency with that (or any) weapon, so its utility in combat might be limited.
Giving it potions to heal others certainly seems valid, and it can certainly use magic items (again, subject to the limits of its anatomy).
There's nothing in the rules on attunement that limits it to player characters, so it should be possible for a familiar to attune to a magic item, as long as the item doesn't have any attunement restrictions that would prevent it. (For instance, an Imp does not have a class, so it can't attune to anything that says something like "requires attunement by a Sorcerer".) But this is something you want to check with your DM about, since it's kind of a gray area, and it's common to place restrictions on it. DDAL, for instance, has a restriction that if your familiar attunes to a magic item, it takes up one of your attunement slots as well, as a way of preventing people from using it as a loophole to effectively attune to a huge number of items.
Thank you. I was assuming a light crossbow wouldn't need proficiency since it's a simple weapon, but I like the idea of needing to craft a smaller one to adapt its anatomy (or give it a hand crossbow, which for it would be considered a light crossbow)
I was also thinking of giving it my backpack, to justify it being able to carry things around despite not having any pockets, or any clothes for that matter 😂
I'll see what the DM says...
As a long time Chainlock player, I have seen a bunch of variations with the familiars. First thing to remember is you do not have an imp, quasit, etc. as your familiar. It is a spirit assuming the form of that creature. After that, everything added is up to a conversation with your DM. Can a spirit use magic items? Can a spirit attune to items? Can the spirit return to its pocket dimension carrying an item, then return with that item when returned from it? All of these are questions that the DM has the ability to adjudicate before and during game play.
Most DMs do not allow familiars to keep items with them when moving into and out of the pocket dimension. I have been at tables where the DM allows the spirit to attune and those items are sticky and stay with it in and out of the pocket dimension. I know the sprite has a ranged attack which is all about the rider coupled to Investment of the Chain Master to up the DC of the poison. The imp is mechanically superior as a scout and support overall though which is why it does not have a ranged attack.
In play though, the ability to transform into extra forms has proved uniquely useful. I had a familiar carry a wand of magic missle for a small bit, but that makes it a target and you have to remember to grab the item before moving on. Most DMs will leave your familiar alone if it is primarily serving a utility purpose or being used to shuttle potions and ammo around the battle field invisibly. Even the help action can be abused if the DM allows it giving you permanent ADV on attacks and some skills which seem appropriate for your spirit (Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5).
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I would personally allow an imp to use a crossbow but since a familiar doesn't have player levels nor anything else that grants proficiency, it's going to have a poor attack bonus with it.
in regards to attunement, there is no reason that a familiar can not attune, the section in the PHB/Free Rules (2024) only states creature and while the familiar is a spirit, it is also still a creature and has a creature's stat block (that it has assumed). This does carry the caveat that a creature need have the necessary appendages to use said item however, or that the item is of the correct size for the familiar.
Find familiar is quiet specific on what happens to items, the familiar can not take items into it's pocket dimension, they fall to the floor.
https://www.dndbeyond.com/spells/2618877-find-familiar
Imps have 17 DEX and a +2 PB though...
Sure, but they're not proficient with crossbows, so their proficiency bonus isn't relevant. They would have a total attack bonus of +3.
I'd rule a Tiny Imp familiar can't attack with a crossbow being inappropriate Equipment Size unless a smaller version was manufactured for it for example.
Can we at least agree that familiars get a free interaction like every other creature? RAW, it says "creature", so as long as the interaction is even possible in the first place, any creature should have a free one per turn. Right?
https://www.dndbeyond.com/sources/dnd/phb-2024/playing-the-game#TimeLimitedObjectInteractions
I can't think of things an imp might do as an interaction as part of movement or an action that wouldn't apply the same as it would to players.
"Not all those who wander are lost"
OH! I did not realize that was in the new reading. I am still reading the OG 5E text. The old reading was:
"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."
Sorry for adding that bit then.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
If size permit, a Tiny Imp familiar otherwise has a carrying capacity of 45 lbs based on its Strength and can even drag, lift or push twice as much. They have small hands and can certainly manipulate items.
Hoi, Chummer
I am not aware of anything in the Attunement section that would say otherwise. RAW, I expect this to be the behavior.
How to add Tooltips.
MM24 specify monsters can equip and attune to magic items;