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.

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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