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General Tabletop Discussion
Character Builds & Optimization
Is Find Familiar essentially "gain Advantage on all skill checks and attacks"?
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<blockquote data-quote="Zaruthustran" data-source="post: 6465432" data-attributes="member: 1457"><p>The Find Familiar spell gives you a creature that rolls its own initiative. It can't attack* but can take other actions as normal. </p><p></p><p>One of those actions can be Help. This action gives advantage to the skill check of a creature, or can be used in combat to give Advantage to an attack. </p><p></p><p>This is the traditional role of the familiar; they're the classic Wizard's helper. 5E's Help rule makes them particularly useful. Especially considering that they can Help the entire party: help the Ranger track. Help the loremasters make knowledge (Arcana, Nature, History, etc.) checks. Help the Rogue search for and remove traps, or land sneak attacks (or attempt them at all; the familiar is an Enemy of the target and so triggers the ability if within 5'). </p><p></p><p>Rogues will particularly enjoy the company of a Chain Pact Warlock's familiar. An imp, sprite, or quasit can turn invisible and sidle up to an enemy, allowing the Rogue to attempt a ranged sneak attack. Even if no arcane casters in the party have this spell (or want to share their familiars), I imagine some single-class Rogues will acquire access to Find Familiar via the Magic Initiate or Ritual Caster feats. Or dip three levels into Warlock. Vlad Taltos, anyone?</p><p></p><p>So, just thought I'd post this reminder of the Familiar's expanded utility in 5E, for consideration in future Skill-Success-based or Sneak Attack-based builds.</p><p></p><p>* Chain Pact warlocks can give up their attack to attack with their familiars. And of course any caster can cast touch spells through their own familiar. Beware petting strange cats; it could be the bearer of some Cleric's Inflict Wounds.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6465432, member: 1457"] The Find Familiar spell gives you a creature that rolls its own initiative. It can't attack* but can take other actions as normal. One of those actions can be Help. This action gives advantage to the skill check of a creature, or can be used in combat to give Advantage to an attack. This is the traditional role of the familiar; they're the classic Wizard's helper. 5E's Help rule makes them particularly useful. Especially considering that they can Help the entire party: help the Ranger track. Help the loremasters make knowledge (Arcana, Nature, History, etc.) checks. Help the Rogue search for and remove traps, or land sneak attacks (or attempt them at all; the familiar is an Enemy of the target and so triggers the ability if within 5'). Rogues will particularly enjoy the company of a Chain Pact Warlock's familiar. An imp, sprite, or quasit can turn invisible and sidle up to an enemy, allowing the Rogue to attempt a ranged sneak attack. Even if no arcane casters in the party have this spell (or want to share their familiars), I imagine some single-class Rogues will acquire access to Find Familiar via the Magic Initiate or Ritual Caster feats. Or dip three levels into Warlock. Vlad Taltos, anyone? So, just thought I'd post this reminder of the Familiar's expanded utility in 5E, for consideration in future Skill-Success-based or Sneak Attack-based builds. * Chain Pact warlocks can give up their attack to attack with their familiars. And of course any caster can cast touch spells through their own familiar. Beware petting strange cats; it could be the bearer of some Cleric's Inflict Wounds. [/QUOTE]
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Is Find Familiar essentially "gain Advantage on all skill checks and attacks"?
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