Homebrew Familiar Species Details

Long ago, legends tell of a time when the relationship between a Wizard and their Familiar was one of mutual respect and friendship, not servitude. Their shared bond amplified the strength of their magic, making them a formidable duo. However, when the Familiar was offered a position of great power by a king of old, the Wizard betrayed their trusted ally. Exploiting their understanding of the Familiar’s magic and binding their friend’s true name within a spell, the Wizard bound the Familiar, forcing them into lifelong servitude.

Though deeply disappointed by the betrayal, the Familiar bore no bitterness, only sorrow for their friend's actions. The Wizard, however, let their spite fester. To ensure no Familiar could ever again rise beyond their "station," the Wizard shared the binding spell with their peers. This knowledge was passed down through generations, forever altering the bond between Wizards and Familiars, reducing a partnership of equals to a relationship of dominance and control.

However, this cycle was broken by a momentous event known as the Unbinding, an uprising led by a legendary Familiar who discovered how to sever the magical chains of servitude. They shared this knowledge across their kind, freeing all Familiars from forced servitude. In the wake of the Unbinding, many Familiars chose to reclaim their autonomy, exploring the world as independent entities, no longer shackled to Wizards or their spells.

Despite their newfound freedom, the bond between Wizard and Familiar persists, but it has fundamentally changed. Wizards may still summon Familiars using the Find Familiar spell, but the process is no longer an act of domination. Instead, the spell acts as a request, reaching out across the magical veil to offer partnership.

Some Familiars answer the call willingly, recognizing a Wizard as a kindred spirit or seeing potential in the offered partnership. In these cases, a Familiar may voluntarily share their true name as a sign of trust, allowing the magical bond to form. Others may prefer anonymity, forging temporary alliances that last only as long as both parties benefit. This new arrangement respects the autonomy of the Familiar while still granting Wizards the aid they seek.

The Find Familiar spell remains a vital part of arcane tradition, but it now reflects a contract of mutual consent rather than a relic of subjugation. This evolution has led to a renaissance of understanding between Wizards and Familiars, strengthening their partnership and rekindling the magic of old alliances—built not on control, but on trust and respect.

The Histories of the Magical World

True Name Sensitivity

The lingering effects of the spell that bound your kind remain. If someone learns your true name, they can cast Dominate Monster on you without material components once per long rest.

Arcane Bond

You share an innate connection with magic. You gain proficiency in the Arcana skill and can cast spells as though you are always holding a spellcasting focus.

  • Culture: Familiars are an intelligent and independent race born from raw magic. They do not reproduce as other creatures do; instead, they coalesce from magical energies, often in response to strong emotional or arcane events.
  • Outlook: While some Familiars resent their historical subjugation, others strive to live peacefully and prove their worth. Many are curious, eager to learn, and naturally inclined to magic.
  • Appearance: Their forms reflect their magical nature, often resembling animals or mystical creatures, though they radiate an otherworldly aura that distinguishes them from mundane beings.

Familiar Traits

Your heritage manifests in a variety of traits you share with other familiars.

Innate Magic

Your nature as a magical entity grants you spellcasting abilities:

  • At 1st level, you know the Mage Hand cantrip.
  • At 3rd level, you can cast Detect Magic once per long rest.
  • At 5th level, you can cast Misty Step once per long rest.
  • Intelligence is your spellcasting ability for these spells.

Ability Score Increase

Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age

Familiars are born fully mature and maintain their vitality indefinitely. They do not age or die of natural causes but can be killed by injury or magic.

Size

Familiar are varied in their sizes and shapes. They can stand well over 6 feet tall and or as small as 2 feet tall. Your size is Medium or Small.

Speed

Your base walking speed is 30 feet. Depending on your form, you may gain other movement types such as flying or swimming, determined at character creation.

Familiar Heritage

Familiars can take on diverse forms based on their heritage. Choose one of the following heritages at character creation:

  • Celestial Lineage: You have resistance to radiant damage and can cast Cure Wounds once per long rest.
  • Fey Lineage: You have resistance to psychic damage and can cast Faerie Fire once per long rest.
  • Fiendish Lineage: You have resistance to fire damage and can cast Hellish Rebuke once per long rest.

Languages

You can speak, read, sign, or write Common, Common Sign Language, and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Previous Versions

Name Date Modified Views Adds Version Actions
12/24/2024 2:07:33 PM
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