Ok, [MENTION=6803188]VLAD the Destroyer[/MENTION] and [MENTION=4936]Shayuri[/MENTION] (thanks for sounding off!), I took at stab at the Pact of the Chain gen familiar. Here it is! I had to assimilate some stuff from the
Complete Sha'ir's Handbook which I'll explain below in more detail.
View attachment AQplaytest-Gens revised.pdf
First off, I wanted a CR 1 critter to be roughly equivalent to an imp or a quasit. So, the 7 HP, 13 AC, invisibility - those are ripped right from the imp/quasit. And the Invisibility maps nicely to one of the "gen improvements" called
cloak of gathering shadows.
Now, there's a bunch of "gen improvements" in
Complete Sha'ir's Handbook, starting with the most basic:
improved damage and
improved armor class. I incorporated those to get the gen familiar's Offense CR to about 1. Had to get creative with what "improved damage" means for the djinnling and maridan gens.
Next,
Complete Sha'ir's Handbook presents
enhanced senses with a whole lot of options. The first of these are
infravision and
detect invisibility. There's also one called
scent of danger which seems like a sixth sense. I interpreted these by giving the gen familiar 60 ft. darkvision and the Otherworldly Perception feature of the kuo-toa. It just felt right. And inline with the 2nd level
detect invisibility, which spellcasters get at 3rd-level (when Warlocks can choose Pact of the Chain).
Also, looking over the
enhanced senses options for
eyes of the eagle and
sounds of the zephyr, they basically amounted to "perceives really darn well", so I interpreted that as expertise (double prof. bonus) to Perception.
Then I realized the gen familiar was lacking in defenses (its defense CR was 1/8, and I needed it more like defense CR 1). The imp/quasit relies on Magic Resistance and Damage Resistances to make up its defensive power, but even then its defense CR only comes out to 1/4 using the DMG guidelines. So somehow the imp/quasit is benefiting from the combo of Shapechanger, Invisibility, and Scare in terms of defense CR calculation in a way the DMG doesn't take into account. Or it was designed before the DMG came out. This is a bit of art, anyway.
So my move was to give the gen familiar Spell Sharing of "self" spells. I roughly equated this to benefiting from
mage armor at-will, akin to the Armor of Shadows eldritch invocation. This means the gen familiar could feasibly have an AC of 16, and that will bump its defense CR to 1/4, same as the imp/quasit. Looking further, I thought about increasing its hit points, but then compared the hit points of the other Pact of the Chain Options: imp 10, quasit 7, pseudodragon 7, sprite 2. So leaving the hit points alone seems the best bet. The other thing I like about Spell Sharing is its versatility, and to me at least it feels like the sort of thing that makes sense to imbue a familiar with, emphasizing the close bond between sha'ir and gen.
EDIT: Drat! There are no "self" spells in 5e. Spells like mage armor are touch. So maybe it still applies, just change the language to something like.... "Spell Sharing. When the gen’s master casts a touch spell on him or herself, or benefits from a healing or abjuration spell, the spell may also affect the gen at the master’s discretion."
Between Spell Sharing and the normal touch-casting of a familiar, this maps nicely to the
Complete Sha'ir's Handbook improvement called
spell conduit.
With the CR pretty balanced, I wanted to provide a bit more exploration/roleplaying utility to the gen, ideally determined by their type. This took a bit of brainstorming, and it's the part I'm not yet 100% satisfied with; editing and critique is welcome
What I did was take a bunch of the gen improvements from
enhanced senses that I hadn't used yet and mapped those to the various gen types:
Daolani (sand gen) are tied to an elemental province associated with digging up secrets buried in the desert sands. One of the improvements called
tracker scent seemed apropos, so I adapted it using
locate person.
Djinnling (wind gen) are tied to an elemental province associated with whispers carried on the wind. One of the improvements called
the whispering of the wind granted perfect lip reading, basically, so I adapted that.
Efreetikin (flame gen) are tied to an elemental province associated with purification and revelation by flame. One of the improvements called
the sound of lies seemed like a good candidate to incorporate our new spell
fire truth.
Maridan (sea gen) are tied to an elemental province associated with obfuscation and seeing through mischief. One of the improvements called
eye of truth essentially allowed a % chance to see through illusions, and so I adapted that as best I could.
Finally, I left the following gen improvements on the cutting floor because they just didn't seem to fit:
touch of opening (cast
knock basically) I cut because I think the less people intruding on the rogue's awesomeness with lock-picking the better &
the falcon's wings (granting the gen flight) I cut because the djinnling gen already has fly and I didn't want to step on its conceptual toes.