D&D 5E Familiars for 5e

Amatiel

Explorer
5e does vary little with familiars, and I miss all the extra "bling" that went into familiars that both 3.5 & pathfinder introduced. So I have been playing with the following homebrew feat. Would appreciate any feed back :)

Familiar Adept

Allows spellcasters to acquire a more powerful familiar.
Prerequisites: Ability to acquire a familiar, and an associated alignment of the familiar to be bonded.
• You can choose to form an arcane bond with a variety of magical creatures (see table below). You gain the associated trait and ability for the bonded familiar. An ability is an innate spell-like ability useable once per long rest, whilst a trait is a continuous at will magical effect.
• You familiar provides an arcane boost to your spellcasting ability. You can memorise spells as if you were one level higher while it is active.
• You familiar has abilities and game statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your familiar gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your familiar's abilities also improve. Your has a personality trait and a flaw.
• You and your familiar can communicate with each other telepathically at a range of up to 1 mile.


[TABLE="width: 302"]
[TR]
[TD]Familiar[/TD]
[TD]Ability[/TD]
[TD]Trait[/TD]
[TD]AL[/TD]
[/TR]
[TR]
[TD]Construct[/TD]
[TD]-[/TD]
[TD]Expertise, Focus[/TD]
[TD]Any[/TD]
[/TR]
[TR]
[TD]Imp[/TD]
[TD]Invisibility*[/TD]
[TD]Devil’s sight[/TD]
[TD]Evil[/TD]
[/TR]
[TR]
[TD]Lantern Archon[/TD]
[TD]Healing Touch[/TD]
[TD]Telepathy[/TD]
[TD]Good[/TD]
[/TR]
[TR]
[TD]Mephit[/TD]
[TD]Elemental[/TD]
[TD]Darkvision 60’[/TD]
[TD]N[/TD]
[/TR]
[TR]
[TD]Paracleteus[/TD]
[TD]Sanctuary*[/TD]
[TD]Mental resistance[/TD]
[TD]N[/TD]
[/TR]
[TR]
[TD]Psuedodragon[/TD]
[TD]-[/TD]
[TD]Blindsight 5’, Magic resistance[/TD]
[TD]Good[/TD]
[/TR]
[TR]
[TD]Sprite[/TD]
[TD]Invisibility*[/TD]
[TD]Mental resistance[/TD]
[TD]Good[/TD]
[/TR]
[TR]
[TD]Quasit[/TD]
[TD]Fear*[/TD]
[TD]Magic resistance[/TD]
[TD]Evil[/TD]
[/TR]
[/TABLE]

Construct. A construct familiar can take many forms. It may be a book, weapon, a piece of jewellery, or a replica of any small animal such as a dog, cat, snake or the like. Regardless of form, they are of tiny size, have an armor class of 13, a speed of 20 feet (hover), and (3d4) 7 hit points. All its attributes are 10.
Elemental. This ability can be used to empower spells of the mephit’s associated element for 1 minute. A spellcaster with an ice mephit for example, could empower spells that he casts with the cold descriptor. A caster can choose one of the following two effects; +1 damage per die, or have the spells duration doubled.
Expertise. Choose two skills. Your proficiency bonus is doubled for these skills.
Focus. Functions in all respects as an arcane focus.
Healing Touch. A creature touched regains 5 hit points per level.
Mental Resistance. Advantage on saving throws against fear and charm effects.
Telepathy. Can magically communicate telepathically with any creature within 50 feet of it that can understand a language.
Spell-Like Ability*. This ability functions as the spell of the same name, that is cast innately as an action.
 
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Updated the Post with your suggestions. TY.. yes, that makes more sense :)
All abilities are useable once/long rest - as described in the text for the feat in the first paragraph
 
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The feat does make it worth thinking about getting a familiar. It seems balanced and thought out. The only thing I would question is that constructs could be something such as a book or necklace. This leads to gaining the benefit of a familiar without the danger of it being targeted and killed. On the other hand, you cannot send it places and see what it is seeing and have you cast spells through it.

My group never really go into using familiars too much though.
 

Archon, Lantern
Tiny celestial, lawful good

Armor Class 13 (dex)
Hit Points 7 (3d4)
Speed 50 ft. (hover)

STR 5 (-3) DEX 16 (+3) CON 10 (+0)
INT 7 (-2) WIS 12 (+1) CHA 10 (+0)

Skills Insight +3, Perception +3
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Immunities lightning, radiant
Condition Immunties exhaustion, petrification, poison, prone
Senses darkvision 60’, passive Perception 13
Languages telepathy 100 feet
Challenge 1

Aura of Menace. Any hostile creature within a 20-foot radius of the archon must make a DC 11 Wisdom saving throw at the start of its turn. Creatures who fail the save have disadvantage on attack rolls and saving throws against the archon.

Celestial Aura: The lantern archon is always under the effects of a protection from evil spell.

Telepathy. A lantern archon can communicate telepathically with any creature within 100 feet that understands a language.

Spellcasting. Spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: light, spare the dying, thaumaturgy

ACTIONS
Light Ray: Ranged Magical Attack: +5 to hit, range 30 ft., one target. Hit: 18 (2d6) radiant damage.

LANTERN ARCHON LORE
Arcana DC 20: Lantern archons are quick and nimble. They use their speed to be the first into a room or to round a corner to see what lies ahead. They ask many polite questions of their companions, often trying to understand the motivations behind a creature’s actions (especially if that creature is a mortal). This is all done in kindness. Lantern archons want to better understand new people, especially those who might be worthy of their help.
All archons begin life in a lantern incarnation. As such lantern archons are the most numerous and weakest of the archons. As shining balls of light, they can only physically manipulate their environment through sheer force of will. While a lantern archon’s will is strong, it is not enough to be of great help in physical tasks. Lantern archons which demonstrate a loyal zeal for accomplishing good eventually evolve into greater beings.
 

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