Class: Familiar. The Familiar is considered a 15th level Familiar.
Find Familiar Susceptibility. When a Creature casts Find Familiar they can Choose to Target the Familiar when they do so they gain the Following Benefits:
- They Gain The ability to communicate with the Caster Telepathically up to 100 ft.
- The Caster can Use an action to See through the Familiars Senses, While doing so the caster is Blind and Deaf to their own Senses.
- When the Caster Casts a Spell with a Range of Touch within 100 ft of the Familiar the Familiar can use their reaction to Deliver it to another Creature.
Shared Bond. When the Familiar Bonds with a Creature it gains the Following Benefits:
- The Familiar can Choose to go before or After the Bonded Creature in Initiative.
- If the Bonded Creature has to make an Intelligence, Wisdom, or Charisma Saving Throw the Familiar can Roll as well, as long as at least 1 Creature Succeeds the saving throw the Bonded Creature Succeeds.
- When an Attack, Spell, or Other Effect the Familiar can cause the effect to Target their Bonded Creature Instead.
- If the Bonded Creature Moves The Familiar can move up to Twice their Movement Speed.
- Once per Turn the Bonded Creature Deals damage they Deal an additional (8d8) Damage.
- If the Bonded Creature Falls to 0 Hitpoints the Familiar can Roll a DC 10 Intelligence or Charisma Saving Throw causing them to fall to 1 hitpoint instead, Every Consecutive use of this ability increases the DC by 5, Resting to 10 on a Short Rest.
- When the Familiar makes a Dexterity Saving throw to only take half Damage they instead take no damage on a Success and Half damage on a Failure.
Soothing Presence. When The Familiar Takes a Short Rest it Regains 30 Hitpoints, and may select up to 5 Creatures to regain 15 Hitpoints Each.
Special Equipment. The Familiar Starts each Day with a Randomly Determined Magic Consumable Magic Item.
Rend. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1) Bludgeoning, Piercing, or Slashing damage.
Bonding Magic. The Familiar Bonds with a Creature within 5 ft of it, it remains Bonded Until it Bonds with another Creature or ends the Bond as an action.
Dispelling Touch (5/Day). The Familiar ends the Effects of 1 Spell affecting its Bonded Creature.
Power Surge (1/Short Rest). The Familiar Grants it's Bonded Creature an additional Action, This action cannot be used to Cast a Spell of 3rd level or higher.
Support Paragon. The Familiar Takes the Help action, if the Target uses it to attack a Creature the Target of the attack can be up to 30 ft away.
Transfer Vitality (15/Day). The Familiar rolls (1d4) and Grants their Bonded Creature Hitpoints Equal to 4 times the Number Rolled, and Removes a Disease or the Blinded, Deafened, Paralyzed, or Poisoned Condition. The Familiar can expend additional Uses to Roll additional Dice to a Maximum of 15d4.
Blink Shield (5/Short Rest). When the Familiar is Bonded to a Creature and Sees another Creature within 30 ft of it take damage they can teleport and Immidiatly form a Bond with it, causing it to gain 15 temporary Hitpoints and Halfing the damage they would've Taken.
Ultimate Sacrifice. If the Familiars Bonded Creature Falls to 0 Hitpoints The Familiar Can Choose to fall to 0 Hitpoints instead, causing the Bonded Creature to Revive with half their Maximum Hitpoints and resistance to all Damage for 1 minute.
Description
Familiar
A familiar is an animal or similar creature which has magically bonded itself to another in order to grant it support. This support comes in the way of a magical link that is shared between the two, which often comes with benefits for the two creatures.
Elder Familiars are Familiars who have settled Down, and Rejoined The Familiars of Their kind, Reuniting with their people and assisting in raising the next generation of Familiars, at this age a Familiars Magic is Far Greater able to Create consumable Magic items to assist in Protecting their Kind or even Offer Adventures a reason to protect them.
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