Do you want an extra set of eyes and ears in your Dungeons & Dragons campaign? Do you want to be able to deliver valuable spells to targets that would normally be out of range? Or do you simply want an adorable animal friend to follow you on your adventures without worrying over how to keep them alive? While it might seem like a virtual pet generator from the outside, find familiar can actually be a clutch spell when used properly. With this find familiar guide, we’ll tell you all about one of the most versatile 1st-level spells in fifth-edition D&D.
- What does find familiar do?
- Your familiar options
- Who can cast find familiar?
- Why we love this spell
- FAQ: Find familiar
What does find familiar do?
Find familiar is a ritual Conjuration spell usually available to wizards. Find familiar could perhaps be more accurately called “summon familiar,” because that’s ostensibly what the spell does. But what is a familiar? In fifth-edition D&D, a familiar is a spirit which you summon into your service. This familiar spirit is of celestial, fey, or fiendish origin, which you as the caster choose. Typically, the familiar then takes on the form of a common beast, such as a cat, bat, owl, or even an octopus.
Once summoned, the familiar operates with a mind of its own but will always obey the caster’s commands as part of the spell. This means that a familiar operates on its own initiative order in combat and does not take up usages of the caster’s actions or bonus actions. During its turn, your familiar can take all of the actions that a normal creature can take, including the Help action, with the exception of the ability to attack. This can be an extremely useful tool in combat, especially at lower levels in the game, because the Help action can grant advantage to someone else in combat.
The familiar can also serve as a targeted spell delivery service. This is because one of the traits of your familiar is the ability to extend your “touch” spell range up to 100 feet, to anything it can touch. This also allows a wizard to hide behind cover on the battlefield while still utilizing close combat spells.
Outside of combat, there are even more ways for a familiar to serve as a tactical tool. You and your familiar can communicate telepathically as long as it is within 100 feet of you. Depending on the form your familiar takes, this could help keep your party from falling victim to a surprise attack, as your familiar could warn you of approaching danger. You can also use an action to use the familiar’s eyes and ears instead of your own, including any natural benefits in the animal’s senses. Your own vision and hearing is nullified during this time, but you could still whisper vital information to your party as they watch over you.
It takes an hour to cast the find familiar spell, so it’s a good idea to think about whether you’re going to want to use a familiar prior to heading into situations where you may want to have a little critter pal. The components for find familiar are also an example of components that have a monetary value, in this case 10 gp worth of charcoal, incense, and herbs burned in the fire of a brass brazier. This is important to keep in mind as monetary-cost components cannot be replaced with a spellcasting focus, so while the spell does have all the above benefits, it can be an investment, especially at earlier levels when you may not be as quick to gain much gold.
Your familiar options
The list of primary creature forms your familiar can take on include the following:
Familiar forms in the basic rules
bat | cat | crab |
frog (toad) | hawk | lizard |
octopus | owl | poisonous snake |
fish (quipper) | rat | raven |
sea horse | spider | weasel |
The caster is not locked into any of the forms the familiar takes. You need only recast the spell in order to have your familiar change form, so there is a great deal of versatility.
Alternate familiar options
Several sourcebooks provide some different animals or twists on the spell’s forms. Icewind Dale: Rime of the Frostmaiden adds the fox and the hare to the spell’s creature list. Storm King’s Thunder suggests the winged tressym cat as a possible familiar, with the Dungeon Master’s permission. And Tomb of Annihilation adds the almiraj and flying monkey as optional forms.
Other sourcebooks offer up changes and modifications to the find familiar spell for flavor or mood reasons. Curse of Strahd suggests that the atmosphere of Barovia might change your familiar into an undead creature rather than the typical celestial, fey, or fiend, though still immune to turn undead features. Similarly, Baldur’s Gate: Descent into Avernus recommends turning familiars into imps due to the corrupting influence of the entrance to the Nine Hells.
There are also some unique forms that familiars can take depending on variables of the spellcaster, which we’ll get more into below. If you have an unofficial creature form you’d rather have your familiar take on, speak with your DM to see if they’d approve of it. Just keep in mind that with a few exceptions, most familiars' challenge ratings are zero.
Who can cast find familiar?
So, which spellcasters can cast find familiar? The short answer: wizards. The long answer: It’s complicated, but pretty much everyone.
If you’re playing as a wizard, congratulations, you’ve got find familiar right there in your spell list strutting its stuff. If you’re another type of spellcaster, however, you might need to take a few steps in order to get there, but it is possible. First off, here are some classes that can use the spell as part of a subclass or class feature:
- Bard: You can choose to take the find familiar spell as part of Magical Secrets, a feature you’ll unlock at 6th level for a College of Lore bard, or 10th level for all bards. This powerful feature allows the bard to learn spells from any class spell list as long as they’re available at the bard’s spellcasting level.
- Druid: Using optional Tasha’s Cauldron of Everything rules with DM discretion, a druid may spend one use of their Wild Shape to cast find familiar. This familiar is a fey and only lasts for a number of hours equal to half your druid level, but the spellcasting does not require any of the typical material components.
- Eldritch Knight fighter and Arcane Trickster rogue: Both of these classes learn spells from the wizard spell list. As find familiar is a 1st-level spell, you could take it when playing one of these subclasses.
- Thief rogue: At 13th level, the Thief bypasses class, race, and level requirements when using magic items. This allows them to access find familiar by using a spell scroll containing the spell.
- Warlock: Warlocks in fifth-edition D&D can add find familiar to their spell list by taking the Pact of the Chain feature as their Pact Boon at 3rd level. This feature adds find familiar to your spell list and even gives you some special forms for the familiar to change into, either an imp, pseudodragon, quasit, or sprite. As another special feature of the warlock version of the familiar, Pact of the Chain familiars can use their reaction to attack if you take the Attack action and forgo one of your attacks. Alternatively, a warlock that has taken the Pact of the Tome can pick up the Book of Ancient Secrets invocation.
Feats are another great way to access find familiar. If your DM allows for feats, there are three ways to learn find familiar, although one is setting specific. They are:
- Ritual Caster: This feat requires you to have an Intelligence or Wisdom of 13 or higher, but it allows you to take two 1st-level spells that can be cast as rituals from a specific spellcasting class’ spell list. If you select wizard, then find familiar will become available to you. If having a familiar is important to you, this feat may be worth taking because you’ll also have access to one more ritual spell from the wizard list, and the ability to add more to your new wizard spellbook later.
- Magic Initiate (Wizard): This feat allows you to take two cantrips and one 1st-level spell from a specific spellcaster’s spell list. Since find familiar is a 1st-level spell, that means you could take it using this feat. This might be a particularly useful feat if you've had your eye on a couple of cantrips.
- Strixhaven Mascot: Strixhaven: A Curriculum of Chaos has a special version of find familiar that allows your familiar to take the form of the mascot of your chosen magical college. Similar to the warlock Pact of the Chain, this version allows you to forgo one of your attacks to have the mascot familiar attack, and you can swap places with your mascot familiar from up to 60 feet away. You can only do this once per long rest unless you spend a 2nd-level or higher spell slot.
If your party has access to magic items and one of the characters already knows find familiar, they could cast the spell into a ring of spell storing. That would then permit your character to cast the spell. Similarly, a spellwrought tattoo could offer you a one-time use of find familiar.
Why we love this spell
Like I said earlier, this spell is extremely versatile for a 1st-level spell. A familiar taking the Help action can be a pretty valuable resource in combat. When find familiar is combined with a support class, it can function almost as a field medic boon, a little furry nurse dropping touch-based healing spells in the middle of combat.
But the biggest reason we love the spell is its value for roleplaying on top of the mechanical or tactical advantages. Having a familiar as a built-in companion for a character is a prime resource for some interesting interactions and personality quirks. The familiar is an extension of the spellcaster and functions as a conduit to how they view and experience the world. Because the familiar has their own independent personality as well, there’s ample room for both the player and the DM to have fun with how the two interact.
FAQ: Find familiar
Can non-ritual casters use find familiar?
The fifth-edition D&D rules for ritual casting do not prevent spellcasters from using ritual spells as a regular spell, only from taking advantage of the ritual casting feature that allows them to preserve a spell slot.
How long does find familiar last?
The typical use of find familiar takes an hour to cast. But the familiar sticks around until it reaches 0 hit points or the spellcaster casts the spell again or dispels it.
Does my familiar have to stay in the space of an enemy after using the Help action?
No, the Help action doesn’t require you to stay in the same space after you’ve distracted a foe, so your familiar could risk an opportunity attack to flee. This makes the owl one of the best familiars in the game, as their Flyby feature allows them to distract and then escape without provoking an opportunity attack.
What happens to a familiar in an antimagic field?
An antimagic field temporarily winks creatures summoned by magic out of existence. Since summoning is the descriptive term used for the find familiar spell, the familiar would disappear until the antimagic field no longer occupies the space, at which time the familiar would reappear in that space.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
I miss Monster Summoning, and you want to know why? Because my verbal component was:
Arnold, Willis, Mister Drummond!
A couple of monsters I will summon!
According sage advice, any spell that has "DURATION => Instantaneous" is not suppressed by antimagic field or similar.
This only applies to non-magical effects conjured by magical means; the familiar is specifically a summoned creature so it temporarily winks out of existence inside an antimagic field.
The Sage Advice was answering discussion about whether undead creatures would disappear or not; but the conclusion is that once the magic has created an undead the undead itself persists non-magically (it's now just an ordinary creature, albeit an undead one). This does not apply to a familiar since it's a summoned creature rather than one that you have somehow made.
By Sage Advice:
"
Can you use dispel magic on the creations of a spell like animate dead or affect those creations with antimagic field?
Whenever you wonder whether a spell’s effects can be dispelled or suspended, you need to answer one question:
is the spell’s duration instantaneous?
If the answer is yes, there is nothing to dispel or suspend.
Here’s why: the effects of an instantaneous spell are brought into being by magic, but the effects aren’t sustained by magic. The magic flares for a split second and then vanishes..."
He used animate undead for an example and extended the effect to other spells.
But, if in your group you use to dismiss instantaneous spells in dispell effects, ok.
This doesn't apply to find familiar because a familiar is a summoned creature and an antimagic field explicitly causes those to disappear within its radius:
A familiar is a summoned creature so it is affected by an antimagic field for this reason.
A zombie created via a spell such as animate dead is something of an unusual case because really what it's doing isn't creating a creature but rather reanimating one using a replacement stat-block. A dead human is, or at least was, a creature already, so when raised as a zombie it isn't a new creature created via magic, nor is it a summoned creature, it's an existing creature with new stats.
The clarification on instantaneous spells is to make clear that the effect of such a spell is not necessarily magical once cast, so you can't dispel hit-points recovered via cure wounds, something fixed using mending doesn't break again and so-on. But it does not override the specific rules of the antimagic field.
Another way to think about it is that the effect of find familiar isn't "you have a familiar" it's that you summon one, the rest of the description is then telling you about that familiar, what it can do etc. This is why the effect is instantaneous, because once the familiar is summoned the spell has ended (there's nothing left to dispel), however the familiar is still a magical summoned creature, and so is affected as normal by an antimagic field.
Like, I've said. Each group has it's own interpretation. Peace!
This is interesting since it's obviously different now than it was in the old days, i.e. the creature now is not a regular creature anymore. Think about a Beholder's antimagic cone - what blinks out of existence while inside it? Is it temporary for undead?
It's not an interpretation, it's how the rules for an antimagic field work, as it's very clear what it does to magically created and summoned creatures.
Your DM is free to overrule it and allow a familiar to exist inside one, but they're not supposed to Rules-As-Written. However find familiar is a first level spell so it's strange to make an exception for it, especially when antimagic fields are usually avoidable (the spell only has a 10 foot radius, a beholder's antimagic cone is a limited area etc.). Your DM could also simply allow you to pull the familiar out of the field (dismiss to pocket dimension, pull out of pocket dimension somewhere else).
This has nothing to do with how instantaneous spell effects are treated because this has nothing to do with the find familiar spell itself; the spell ends the moment a familiar arrives. However the familiar itself is a magically summoned creature, and so it is affected by an antimagic field, because the properties of that field say so.
The beholder's Antimagic Cone feature uses the same rules as for antimagic field so it would have the same effect on a familiar (ceases to exist while the cone is over its space). Undead are strange in that they're not really magically created or summoned creatures, they're reanimated creatures (that already existed), so an ordinary antimagic field has no effect on them, which is what the march 2016 Sage Advice clarifies, though IMO there's some wiggle room in there that leaves it up to your DM.
@Haravikk - While I usually agree with your posts, the Sage Advice column clearly addresses both dispel magic and antimagic field as though the same rules govern them.
If find familiar, an instantaneous spell, can be affected by an antimagic field, then it implies that it can also be dispelled. I read the Sage Advice entry to imply that the instantaneous duration trumps the familiar's status as a "summoned" creature. It is simply a creature (celestial, fey, or fiend).
I actually think it's interesting that in DnD 5E find familiar is seen as wizard exclusive. Back in the Oe/2e days, the wizard stood in for all spell casting character concepts. I feel that the historical concept of a familiar is almost more fitting to only the Warlock concept, which is to say, why is the spell part of the Wizard class, and only SOME Warlock classes. I kind of feel like it should be on the sorcerer, warlock, and druid spell list too. Although I guess for sorcerers and warlocks who only learn so many spells it could be a big investment.
Another thing I'd like to point out about the Pact of the Chain: the four forms given are merely statblocks, not necessarily what your familiar is. You could use the Pact of the Chain to summon a celestial spirit that takes the form and stats of an imp, but is fundamentally not an imp.
Sorry if I've confused anything, but it's not find familiar that can be affected by the antimagic field, it's the familiar itself that is affected by the anti-magic field. By the time the familiar exists the spell has already ended, but the familiar is still a magically summoned creature, which the antimagic field spell specifically affects.
Basically all the spell itself actually does is summon the familiar. Everything else in the spell's description is about the familiar itself and what it can (and can't) do once you've summoned it. By that point the spell has ended, but the familiar still exists.
I feel like people are fixating too much on the ability for an antimagic field to affect spells, while ignoring that it also affects many other types of magical effect; this is why it differs from dispel magic (which only affects spells, and so cannot ever affect find familiar). Antimagic fields suppress all magic, not just from spells, and they specifically affect magically created or magically summoned creatures, which is its own feature of the field.
Part of the problem here is that the Sage Advice succeeds in confusing things by referring specifically to animate dead as an example of a spell that cannot be dispelled, without addressing why undead creatures are not affected by an antimagic field's ability to suppress magically created/summoned creatures (it's because they're neither, but the answer should have stated this), which is a separate feature of the field. But that's partly because the question was about dispelling the spell, it never actually asked what happens to an instantaneous spell's effects (if they're magical, they're still affected).
I agree with Haravikk. From the Anti-magic description: "Within the sphere, spells can't be cast, summoned creatures disappear, ...". From the FF description: "You gain the service of a familiar, a spirit that takes an animal form you choose..." and "Damage/Effect: Summoning". Summoned creatures and Familiars are handled the same way when they drop to 0 HP. DnD kept the Find Familiar name of the spell for nostalgic reasons, even though you no longer find it, you summon it. They should have renamed it to Summon Familiar.
I agree
As an old school gamer, I prefer the old familiar rules, where is is an actual creature, even if that might be an imp, quasit or other. And due to the bond between the caster and familiar, you received various benefits, but if something happened to the familiar it had very bad consequences for the caster, including level loss.
I'm ok, I guess with the summoned version, but I do wish there was a negative effect to something happening to the familiar. If mot level loss then maybe exhaustion. If the bond between the familiar and caster is violently severed, there should be some backlash. IMHO
Great article
Agreed - it seems like there is no actual real bond now, no consequences for putting your familiar in danger.
I love how many incredibly useful ways to use Find Familiar there are here, and yet my character wears a cursed mask that doesn't have any eyeholes that they can never take off, essentially making them blind, and just has their octopus familiar sitting on their head at all times so that they can see through its eyes.
My Pack of the chain / Genie Warlock has her invisible Imp carrying her vessel around near her and often uses it to escape hairy situations. She has also used the same set up to infiltrate locations. I can't wait till she is tenth level and can have her Invisible imp bring my entire party into the middle of the Dragons lair before the dragon even knows we're there.
Cool article, however antimagic field would have no effect on a familiar since the effect is instantaneous and the familiar is not sustained by the magic of the spell as of this section in sage advice compendium.
https://www.dndbeyond.com/sources/sac/sage-advice-compendium#SA180