Homebrew Familiar Species Details
Familiars are a curious race, appearing human while also possessing multiple animal traits like bull horns or owl wings or cat ears. They live in a vast desert as a tightly knit community, forming their own civilization. Familiars enjoy practicing magic and have an uncanny aptitude for architecture.
A Little Bit Beastly
In addition to possessing animal features, familiars can change their shape to animals at will, similar to a druid's Wild Shape. Transformation is limited to the animal they share traits with and no others; a familiar with cat ears and a cat tail cannot turn into a crocodile, for example, only a cat. Unique to their race, a transformed familiar can still use the full extent of their spell list and retains their capacity for speech. In their humanoid form, they range from 5 feet to just over 6 feet, and weigh 100 to 180 pounds, with men slightly taller than women. Coloration is similar to humans, though some have skin tinted with the color of their fur/scales/feathers of their animal form.
Arcane Admiration
Familiars love magic, perhaps more than any other race. They see magic (both divine and arcane) as a blessing from the gods and strongly encourage its practice in everyday use. A familiar who deliberately abstains from magic is ostracized by their community, often ending in that familiar's exile. If it is a matter of can't instead of won't, the community is usually more forgiving, though discrimination may still happen.
Familiar Names
Familiars will only ever reveal their real names to other familiars. Due to an ancient curse, any time another race uses a familiar's real name, the familiar in question becomes compelled to obey any command given by the other race, as if under the effects of dominate person. Familiars will instead give aliases based on their animal-like appearance. Reveal your character's true name to the DM and no one else.
Familiar Traits
Familiars posses the following traits:Ability Score Increase
An ability score of your choice increases by 2. You cannot use this feature to select an ability score already raised by a variant; for example, Wolf Familiar Variants have their Intelligence raised by 2, so you cannot use this feature to raise their Intelligence further.
Age
Familiars age at half the rate of humans, typically reaching physical and mental maturity by age 40. They often live to be between 140 and 200 years old.
Alignment
Just as they have the freedom to change their shape, familiars have the freedom to be any alignment.
Size
Familiars are about the same size as humans, ranging from 5 to just over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Animal Shape
As a bonus action on your turn, you can turn into an animal, based on the list of familiars available: bull, cat, bear, wolf, owl, snake. You retain all of your stats, as well as your full spellcasting ability. Whatsmore, you are immune to the effect of the polymorph spell.
Arcane Affinity
You know the primal savagery cantrip. In addition, you have proficiency in the Arcana skill.
Languages
You can speak, read, and write Common. Additionally, you can speak and understand the languages of all animals.
Bull Familiar
These familiars have a pair of long, sharp bull horns on their heads, as well as a bull's tail. Although more inclined to magic, their physical might is impressive enough to be of service to them and those around them. They tend to be more muscular than most familiars.
Ability Score Increase
Your strength score increases by 2.
Superior Strength
You have proficiency in Strength (Athletics) checks, and you can wield weapons with the Two-Handed property with one hand.
Spells
You know the cantrip shocking grasp and the level 1 spell, earth tremor. When you reach 3rd level, you can use enhance ability to cast the bull's strength spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the elemental weapon spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Charge Attack
As an action on your turn, you can choose to blow your head down and charge your target with your horns. On a successful hit, the target takes 2d6 piercing damage and 2d6 bludgeoning damage.
Weapon Proficiency
You have proficiency with all melee weapons.
Cat Familiar
These familiars have a cat's tail, a pair of cat ears, (in addition to human ones) and retractable claws. They are quite physically flexible, able to slide in and out tight spaces and wriggle free of bonds with ease. They tend to be more slender and smaller than other familiars.
Ability Score Increase
Your dexterity score increases by 2.
Superior Grace
You have proficiency in Dexterity (Acrobatics) checks, and you don't take damage from falling 20 feet or less if you aren't incapacitated.
Spells
You know the cantrip mage hand and the 1st level spell longstrider. When you reach 3rd level, you can use enhance ability to cast the cat's grace spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the haste spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Cat Claws
As an action on your turn, you can unsheath cat-like claws on both of your hands to attack. When you do this, your unarmed strikes do 2d6 slashing damage + you Dexterity Modifier.
Bear Familiar
These familiars are unusually hairy and thick-skinned, possessing jet-black claws and sharp teeth. Considered the toughest of all familiars, their large bodies and excess muscle allow them to stand up to all manner of attacks. They are the largest a familiar can be without sliding into the large category.
Ability Score Increase
Your constitution score increases by 2.
Superior Endurance
You have advantage on Constitution checks, and you have resistance to three damage types that aren't psychic.
Spells
You know the cantrip blade ward and the 1st level spell shield. When you reach 3rd level, you can use enhance ability to cast the bear's endurance spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the protection from energy spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Mighty Roar
You can use your action let loose a fierce roar. When you do this, each hostile creature in the area must make a DC 15 saving throw. On a failure, the hostile creatures become frightened. Affected creatures must make another DC 15 CON save to end its effect. You can't use this feature again until you finish a short or long rest.
Hibernation
Whenever you finish a long rest, you gain temporary hit points equal to your level + your Constitution modifier.
Wolf Familiar
These familiars have a wolf's tail, wolf ears, and piercing yellow eyes. These crafty familiars have a reputation for being benign tricksters. As cunning as they are handsome, their superior intelligence makes them a force to be reckoned with.
Ability Score Increase
Your intelligence score increases by 2.
Superior Cunning
You have proficiency in Intelligence (Investigation) checks, and you can accurately recall anything you have seen or heard within the past month.
Spells
You know the cantrip minor illusion and the 1st level spell disguise self. When you reach 3rd level, you can use enhance ability to cast the fox's cunning spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the major image spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Invigorating Howl
You can use your action let loose a piercing howl. When you do this, your allies gain temporary hit points equal to your level + your Intelligence Modifier. You can't use this feature again until you finish a short or long rest.
Biting Attack
As a bonus action on your turn, you can make a biting attack on an enemy. On a successful hit, the target takes 2d6 piercing damage.
Owl Familiar
These familiars have big yellow eyes and a pair of large brown wings on their back. Owl familiars are considered wellsprings of knowledge. They are kindly souls, possessing unparalleled wisdom and a love of helping people whenever they are needed.
Ability Score Increase
Your wisdom score increases by 2.
Superior Wisdom
You have proficiency in Wisdom (Insight) checks and traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Spells
You know the cantrip spare the dying and the first level spell cure wounds. When you reach 3rd level, you can use enhance ability to cast the owl's wisdom spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the mass healing word spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Darkvision
Your darkvision has a radius of 120 feet.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Snake Familiar
These familiars have a thin sheen of scales on their skin, forked tongues, and slitted pupils. Often mistaken for yuan-ti purebloods, snake familiars are master diplomats using honeyed words and a charismatic presence.
Ability Score Increase
Your charisma score increases by 2.
Superior Splendor
You have proficiency in Charisma (Persuasion) checks and you can speak 3 extra languages of your choice.
Spells
You know the cantrip poison spray and the 1st Level spell charm person. When you reach 3rd level, you can use enhance ability to cast the eagle's splendor spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hypnotic pattern spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Constrict
As an action on your turn, (both in human and animal form) you grapple your opponent, causing them to take 2d6 bludgeoning damage each turn (escape DC 15). Until this grapple ends, the creature is restrained, and you can't constrict another target.
Shed Skin
If you are afflicted by a disease or condition, you can shed your skin to be rid of it. The condition must be blinded, deafened, paralyzed, or poisoned. Shedding your skin leaves you sensitive to the touch, and you become vulnerable to all damage types except psychic for three turns. You can't use this feature again until you finish a short or long rest.
Size
Familiars are about the same size as humans, ranging from 5 to just over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Animal Shape
As a bonus action on your turn, you can turn into an animal, based on the list of familiars available: bull, cat, bear, wolf, owl, or snake. You retain all of your stats, as well as your full spellcasting ability. Additionally, you are immune to the effects of the polymorph spell.
Arcane Affinity
You know the primal savagery cantrip. In addition, you have proficiency in the Arcana skill.
Languages
You can speak, read, and write Common and one additional language of your choice. Additionally, you can speak and understand the languages of all animals.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/3/2021 7:16:38 PM
|
30
|
4
|
--
|
Coming Soon
|
Comments