Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Familiars, what for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Baron Opal II" data-source="post: 8578631" data-attributes="member: 6794067"><p>Since we're sharing he's mine. I made it a feat instead of a spell since it seemed to be a somewhat character defining trait in my games. </p><p></p><p><strong>Familiar Bond: </strong>After an arduous ritual, the character gains a magical animal companion. Familiars are minor primal spirits that manifest as small animals. They can assist magicians in their learning of magic as well as provide companionship. Familiars have an AC: 16, with level, saving throws, intelligence, and hit points equal to the caster. Familiars only need to make a saving throw if they are specifically targeted or are more than 15 ft. from their master. Otherwise, it is assumed that they pass or fail with the same roll. The magician and familiar can communicate verbally with each other, but others can only understand the familiar with <em>speak with animals</em>.</p><p></p><p>The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. At first level, and every three levels thereafter (3rd, 6th, &c.), the familiar can assist the magician in the following ways. Once chosen, they cannot be changed.</p><p></p><p><em>Bond</em>- The magician and the familiar can perceive through each other’s senses, up to a mile. Selecting <em>Bond </em>a second time allows for telepathic communication between the two.</p><p></p><p><em>Defense</em>- The familiar grants the magician +1 to AC and saves.</p><p></p><p><em>Health</em>- The familiar enhances the magician’s health, granting an extra 1 + Constitution modifier to Health.</p><p></p><p><em>Lore</em>- The familiar teaches the magician a new spell. This will automatically be learned, and may exceed limits based on intelligence.</p><p></p><p><em>Might</em>- The familiar can maintain concentration on a spell for the magician. It cannot move while doing so.</p><p></p><p>Excepting Bond and Lore abilities, the familiar must be within 120 ft. for the magician to benefit. If the familiar is ever killed, the character must make a saving throw or instantly lose half their maximum Grit. The familiar can reincarnate if the character repeats the find familiar ritual, costing 250sp. Any spells gained through <em>Lore </em>are lost until the familiar is reincarnated. Recurring careless deaths will sour the familiar-character bond.</p><p></p><p>(Grit: hit points, representing stamina. Health: 6 + Con mod hit point kicker, representing meat.)</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8578631, member: 6794067"] Since we're sharing he's mine. I made it a feat instead of a spell since it seemed to be a somewhat character defining trait in my games. [B]Familiar Bond: [/B]After an arduous ritual,[B] [/B]the character gains a magical animal companion. Familiars are minor primal spirits that manifest as small animals. They can assist magicians in their learning of magic as well as provide companionship. Familiars have an AC: 16, with level, saving throws, intelligence, and hit points equal to the caster. Familiars only need to make a saving throw if they are specifically targeted or are more than 15 ft. from their master. Otherwise, it is assumed that they pass or fail with the same roll. The magician and familiar can communicate verbally with each other, but others can only understand the familiar with [I]speak with animals[/I]. The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. At first level, and every three levels thereafter (3rd, 6th, &c.), the familiar can assist the magician in the following ways. Once chosen, they cannot be changed. [I]Bond[/I]- The magician and the familiar can perceive through each other’s senses, up to a mile. Selecting [I]Bond [/I]a second time allows for telepathic communication between the two. [I]Defense[/I]- The familiar grants the magician +1 to AC and saves. [I]Health[/I]- The familiar enhances the magician’s health, granting an extra 1 + Constitution modifier to Health. [I]Lore[/I]- The familiar teaches the magician a new spell. This will automatically be learned, and may exceed limits based on intelligence. [I]Might[/I]- The familiar can maintain concentration on a spell for the magician. It cannot move while doing so. Excepting Bond and Lore abilities, the familiar must be within 120 ft. for the magician to benefit. If the familiar is ever killed, the character must make a saving throw or instantly lose half their maximum Grit. The familiar can reincarnate if the character repeats the find familiar ritual, costing 250sp. Any spells gained through [I]Lore [/I]are lost until the familiar is reincarnated. Recurring careless deaths will sour the familiar-character bond. (Grit: hit points, representing stamina. Health: 6 + Con mod hit point kicker, representing meat.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Familiars, what for?
Top