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Useful Familiars + Spell Domains

Felon

First Post
In my campaign, the rules for school specialization have been replaced by spell domains from Unearthed Aracana. For those who don't have UA, a spell domain grants a specific bonus arcane spell every level, much like a clerical domain.

Now, my house rule is that when a wizard selects a familiar, he gains access to a spell domain. In addition to bonus spells, the domain also grants the master a domain ability (which replaces the usual crappy skill bonuses granted by gaining a familiar). The table below correlates familiars with their spell domains and the abilities granted by the domain.

Code:
[B]Familiar Type	Spell Domain 	Master's Granted Abilitiesr[/B] 
Bat		Necromancy	Gains Intimidate & Listen as class skills
Cat/Weasel	Illusion	Gains Sleight of Hand & Move Silently as class skills
Hawk		Evocation	Gains Intimidate & Spot as class skills
Owl		Divination	Gains Spot & Use Magic Device as class skills
Rat		Abjuration	Uses Int modifier for Fortitude saves instead of Con
Raven		Conjuration	Gains Appraise & Sense Motive as class skills
Snake		Enchantment	Gains Bluff & Diplomacy as class skills
Toad/Lizard	Transmutation	Spend 1 skill point to gain 1 hit point each wizard level
 
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Thaniel

First Post
I for one really like this idea for some reason. Though, I think the special abilities for Abjuration and Transmutation are a bit overpowered, especially considering how powerful some perceive Transmutation to be.
 

Felon

First Post
Thaniel said:
I for one really like this idea for some reason. Though, I think the special abilities for Abjuration and Transmutation are a bit overpowered, especially considering how powerful some perceive Transmutation to be.

As a frame of reference, it may be useful to note what the normal benefits are for having a familiar:

Code:
Familiar 	Special 
Bat 		Master gains a +3 bonus on Listen checks 
Cat 		Master gains a +3 bonus on Move Silently checks 
Hawk 		Master gains a +3 bonus on Spot checks in bright light 
Lizard 		Master gains a +3 bonus on Climb checks 
Owl 		Master gains a +3 bonus on Spot checks in shadows 
Rat 		Master gains a +2 bonus on Fortitude saves 
Raven 		Master gains a +3 bonus on Appraise checks 
Snake 		Master gains a +3 bonus on Bluff checks 
Toad 		Master gains +3 hit points 
Weasel 		Master gains a +2 bonus on Reflex saves

Now with the rat, the wizard normally gets a flat-out +2 bonus on Fort saves. With my house rule the wizard's Int would have to be 4 points higher than his Con just to break even on that, and I've never seen a wizard (PC) with a low Con. I think that it's OK, especially considering we're talking about both a weak save and one of the weaker domain choices.

The ability to convert 1 skill point into 1 hit point is a nod to what the toad normally grants, but it also incorporates the theme of transmutation. Admittedly it's significantly superior to just gaining 3 hit points--especially if you don't have anything better to do with your skill points--but it's still inferior to simply upping the class's hit dice to 1d6 (which in and of itself would not be overpowering).

I think there's a lot of stuff here that meshes well. Most of the familiars correlate to a spell school naturally. Some have affinities you might have to think about (what does a toad or lizard have to do with transmutation, for instance).
 
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