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5th Edition Familiars and Animal Companions
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<blockquote data-quote="Troll Lord" data-source="post: 6811751" data-attributes="member: 1163"><p>"From Jason Vey, who is doing the conversion work on the book:Familiars in this book are more along the lines of the way they once were in D&D. They are spirits that take animal (or other) forms and mystically bond with the PC in question. They in turn grant special abilities (usually relatively minor in nature) to the PC with whom they bond. They might, for example, grant darkvision, proficiency in a skill or even advantage in very specific situations (advantage on Wisdom (perception) checks to find traps, for example). In some cases they might allow a PC to see through their eyes, hear through their ears or the like. They are gained through choosing advantages, which a player selects in place of a feat or ability score increase at the appropriate levels. Each class has their own variety of familiar. </p><p></p><p>As previously stated, it's not always an animal. The rogue, for example, gains a familiar that takes the form of the rogue's own shadow (but is not the undead monster of the same name). A fighter might acquire a legacy blade, a sword with intelligence that grants special abilities to its master. The paladin's mount makes a return in this book, as a specialized mystically-bonded mount. Also back is the ability of a Druid to gain an animal companion, but with that same mystical bond. The biggest downside to a familiar is that they are vulnerable to attack and death, and if they die the PC suffers greatly. They may take ability damage, energy drain, or a variety of other nasty effects. </p><p></p><p>Finally, we plan to include a number of new and alternate paths, archetypes, oaths, circles, colleges and the like for the classes, which will likely become OGC to augment those currently in the SRD. Some of these archetypes may have specialized options for familiars as well."</p><p></p><p>Hope that helps!</p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Troll Lord, post: 6811751, member: 1163"] "From Jason Vey, who is doing the conversion work on the book:Familiars in this book are more along the lines of the way they once were in D&D. They are spirits that take animal (or other) forms and mystically bond with the PC in question. They in turn grant special abilities (usually relatively minor in nature) to the PC with whom they bond. They might, for example, grant darkvision, proficiency in a skill or even advantage in very specific situations (advantage on Wisdom (perception) checks to find traps, for example). In some cases they might allow a PC to see through their eyes, hear through their ears or the like. They are gained through choosing advantages, which a player selects in place of a feat or ability score increase at the appropriate levels. Each class has their own variety of familiar. As previously stated, it's not always an animal. The rogue, for example, gains a familiar that takes the form of the rogue's own shadow (but is not the undead monster of the same name). A fighter might acquire a legacy blade, a sword with intelligence that grants special abilities to its master. The paladin's mount makes a return in this book, as a specialized mystically-bonded mount. Also back is the ability of a Druid to gain an animal companion, but with that same mystical bond. The biggest downside to a familiar is that they are vulnerable to attack and death, and if they die the PC suffers greatly. They may take ability damage, energy drain, or a variety of other nasty effects. Finally, we plan to include a number of new and alternate paths, archetypes, oaths, circles, colleges and the like for the classes, which will likely become OGC to augment those currently in the SRD. Some of these archetypes may have specialized options for familiars as well." Hope that helps! Thanks! [/QUOTE]
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