More Fun Familiars
- Daniel Sullivan
- Nov 28, 2024
- 4 min read
Familiars are thoroughly explored in folklore and fiction, but in D&D represent basically a walking Help action, sometimes with a comedy bit. What if they could be beefed up with a bit of additional magical power?
By casting find familiar at a higher level a spellcaster can select from the abilities below, choosing one for each additional spell level (thus, to a maximum of eight selections if the spellcaster wants to burn a 9th-level spell slot on it). The spell, and familiar, persist until the familiar is slain as per usual. Some of these abilities are applicable only in systems that use variants, such as Magic Points.
Spellcasters that know find familiar and cast it have that spell slot 'tied up' indefinitely, and don't recover it after finishing a long rest. At the time the familiar is dismissed or 'dies' the spell slot returns immediately.
Distant Speech. The range of your familiar telepathy doubles. You can take this improvement multiple times, doubling it each time (to 200, 400, 800, 1600, 3200, 6400 ft/1 mi, 12800 ft/2 mi, 25600 ft/5 mi).
Superior Bond. The telepathic bond with your familiar becomes richer, allowing you to communicate images and other sensory elements, as well as brief memories. You always know the direction and distance of your familiar as long as it remains on the same plane.
Far Sight. You may see, hear, and otherwise sense through your familiar. You begin this effect as an action, and can end it on your turn. During this period your own senses are blanked out - you are completely unaware of your own body. You take Disadvantage on any physical actions you take, and may not be able to perform actions that require precise targeting or senses. You can still sense damage, distantly, though you are not aware of the kind or source of the damage. This ability works only to the extent of your telepathic bond with your familiar, ending if your familiar moves beyond that range.
Vitality. Your familiar gains +2 Con and +2 to either Str or Dex. It also gains a +1 to AC, and +2 hp. You can select this ability multiple times. If you select this ability 3 times your familiar's size increases by a step, and if you select this ability 6 times it increases again. For each size increase the creature's natural weapons increase by a die size.
Blood Bond. You and your familiar combine your life forces. At the beginning of your turn you may reduce your familiar's hp by any amount and add the same amount to your own hp, or vice versa.
Aide. As long as your familiar is in contact with you you may add 1d4 to any ability check that you fail, potentially converting it into a success.
Flight. Your familiar gains a fly speed equal to its fastest movement speed, if it cannot fly already.
Sight. Your familiar gains darkvision, if it didn't have it already.
Scholar. Your familiar becomes an able researcher and assistant. Your familiar gains proficiency in one skill and one tool. It uses your proficiency bonus. The familiar's Int increases to 10 if it was 8 or below, and adds +2 if it was higher. You can select this ability multiple times, adding +2 to the familiar's Int each time. If you select this ability 3 times your familiar gains an additional proficiency, and another if you select the ability 6 times. Your familiar gets a tiny set of spectacles, probably.
Far Step. Your familiar can teleport short distances through the feywild, celestia, or the hells. As an action it can teleport a distance up to its movement speed. You can select this ability multiple times, increasing the distance by your familiar's maximum movement speed each time (e.g., 30 to 60 to 90 to 120, etc.).
False Shape. Your familiar is not limited to the shape of a beast. You may have it manifest as any creature of an appropriate CR.
Breath of Battle. Your familiar gains a breath weapon. This is a 15 ft. cone with the feature Recharge 6. It deals 2d6 acid, cold, fire, lightning, or thunder damage, at your choice. Once it's selected it does not change unless you re-cast find familiar. Targets in the area of effect may Dex save for half damage. The DC is equal to your spell DC. You can select this ability multiple times, increasing the range by 5 ft. and the damage by 1d6 each time.
Spell Reservoir. You may store a spell slot of up to your highest available level in your familiar. You expend the spell slot and later as a bonus action you may regain a spell slot of that level.
Magical Messenger. Your familiar can target your spells for you. Your familiar may act as the point of origin for spells you cast. You must still be able to see the target of the spell, but the line of effect is from your familiar.