Tessarael
Adventurer
It appears to me that Empowered Familiar in A5E Pets and Sidekicks nerfs familiar actions:
I understand the intended action economy of a character forgoing their bonus action or action to have their heroic companion act. There was a generous improvement in A5E where Imp/Quasit/Sprite got invisibility as a bonus action, instead of requiring an action per 5E/5.5E. So if that was nerfed back to being an action, then it would be that you're just losing the action, as they have no bonus action.
I am curious how others use Empowered Familiar in game in practice, as to whether you just ignore this limitation.
- Per A5E Adventurer's Guide p.541, as in the 5E and 5.5E D&D rules, Find Familiar permits a familiar to act on its own turn in combat, but cannot take the Attack action.
- This means that a familiar can do a non-attack action, such as the Help action to give advantage on an attack, open a door, drink a potion, administer a potion, etc. It also means that an Imp, Quasit, or Sprite can use their bonus action to go invisible.
- The familiar can even use say a Wand of Magic Missile with the Use an Object action, though while this is permitted by the Rules as Written (RAW), I think it goes against the Rules as Intended (RAI).
- Per A5E Adventurer's Guide p.272, Warlock's Pact of the Chain allows you to forgo one or your own attacks to allow your familiar to make an attack as a reaction.
- Extra Blast (A5E rulebook p.273) gives Warlock an additional attack with Elritch Ray/Scythe/Whip, so they can forgo one of these to have their familiar attack as a reaction.
- Per A5E Adventurer's Guide p.276, Frog Fangs eldritch invocation allows Warlock's familiar to take the attack action, giving an attack and damage bonus equal to your proficiency bonus.
- Per A5E Pets and Sidekicks p.56, with the prequisites of Pack of the Chain and Frog Fangs, Empowered Familiar makes Warlock's familiar follow the heroic monster rules (p.16 of A5E Pets and Sidekicks): you must use a bonus action to order it to attack, or use an action to grant it both an action and bonus action. In particular, "Without a character issuing any orders to a companion, the companion can move on its turn, and it can take a reaction during the round," i.e., it cannot use a bonus action or non-attack action.
I understand the intended action economy of a character forgoing their bonus action or action to have their heroic companion act. There was a generous improvement in A5E where Imp/Quasit/Sprite got invisibility as a bonus action, instead of requiring an action per 5E/5.5E. So if that was nerfed back to being an action, then it would be that you're just losing the action, as they have no bonus action.
I am curious how others use Empowered Familiar in game in practice, as to whether you just ignore this limitation.







