Neonchameleon
Legend
Familiars, if they venture into combat are fair game; they shouldn't be "automatic advantage all the time" and if an owl keeps on trying that someone's putting an arrow or javelin through it.A few years back, I remember some people griping online that it was "cheap" to let a Familiar take the Help action.
Then, on another forum I frequent, a day or two ago, I started seeing arguments about how Familiars are not only not good at scouting, but should probably be killed more often than not if someone insists on making them scout.
I rarely take Familiars on my casters because they are notoriously fragile (though I have made use of Improved Familiar in Pathfinder). In 3.5, you took one for a passive benefit and then hid it in a pouch or something.
But in 5e, I'm a little confused. If there's pushback for having Familiars take actions, what the point of them even is. What should they be doing?
And are the complainers just being jerks?
For me the first (non pet/flavour) use of the familiar is to provide a warning. The owl or hawk circling overhead is unlikely to get attacked and gives you a good chance of spotting an ambush. And if the ambush shoots it they've just revealed they are threatening you. Or the rat bringing up the rear to give you a turn's warning about reinforcements. They're also unobtrusive as well as sneaky. A rat hiding in a room is just a rat doing rat things. They're also another attempt to spot people. And excellent spies in the right situation.
The combat use is reserved for when the rubber meets the road. A hawk that dives a dragon's face as a distraction is gonna get disembodied (and eventually resummoned) as is a rat that runs up the inside of the robe of a caster.
Find Familiar is only a first level spell, nothing more. Pact of the Chain is something more - with invisible flying scouting, an extra form of vision, and in the case of the sprite with the right invocation bonus action archery which can stay out of the way much better.