What rules do you use for familiars. The basic rules as written for 5e seem a but limited. I have been working on some homebrew options, and came up with these two feats. Thoughts?
Familiar, Combat
Prerequisites: Ability to acquire a familiar via spell or class ability.
[FONT="]• [/FONT]You can use your reaction to dismiss your familiar to its pocket dimension. You can summon it again as a bonus action.
[FONT="]• [/FONT]Your familiar has half its master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
[FONT="]• [/FONT]Your familiar uses its masters base proficiency modifier for attacks, saving throws and skill checks.
[FONT="]• [/FONT]Your familiar gains the improved evasion ability. When subjected to an attack that normally allows a Dexterity saving throw for half damage, the familiar takes no damage if it makes a successful saving throw, and half damage even if it fails the saving throw.
Familiar, Improved
Prerequisites: Ability to acquire a familiar via spell or class ability.
[FONT="]• [/FONT]Your ability to summon a servant creature such as a familiar is enhanced. You can now summon a tiny or small creature of up to CR 1 (for possible familiars see Table below).
[FONT="]• [/FONT]As the master of a servant creature such as a familiar, you can choose two (2) of the following familiar traits. If you are a warlock with the pact of the chain class feature, you can choose one additional trait.
NOTE: When you cast the find familiar spell for a standard familiar, you also gain the boon for the familiar you summon.
[FONT="]×[/FONT][FONT="] Boon. Your[/FONT] familiar bestows a special boon upon its master. This ability is variable, and depends on the type of familiar.
[FONT="]×[/FONT][FONT="] [/FONT]Superior. Your familiar’s ability scores each increase by 1.
[FONT="]×[/FONT][FONT="] [/FONT][FONT="]Telepathic[/FONT]. You are considered to be in contact with your familiar for the purpose of shared spells, as long as it is within 1 mile of you. You and your familiar can communicate with each other telepathically at a range of up to 1 mile.
[FONT="]×[/FONT][FONT="] [/FONT]Tough. Your familiar gains +1 hit point per character level.
Exp. Expertise
Adv. Advantage
Familiar, Combat
Prerequisites: Ability to acquire a familiar via spell or class ability.
[FONT="]• [/FONT]You can use your reaction to dismiss your familiar to its pocket dimension. You can summon it again as a bonus action.
[FONT="]• [/FONT]Your familiar has half its master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
[FONT="]• [/FONT]Your familiar uses its masters base proficiency modifier for attacks, saving throws and skill checks.
[FONT="]• [/FONT]Your familiar gains the improved evasion ability. When subjected to an attack that normally allows a Dexterity saving throw for half damage, the familiar takes no damage if it makes a successful saving throw, and half damage even if it fails the saving throw.
Familiar, Improved
Prerequisites: Ability to acquire a familiar via spell or class ability.
[FONT="]• [/FONT]Your ability to summon a servant creature such as a familiar is enhanced. You can now summon a tiny or small creature of up to CR 1 (for possible familiars see Table below).
[FONT="]• [/FONT]As the master of a servant creature such as a familiar, you can choose two (2) of the following familiar traits. If you are a warlock with the pact of the chain class feature, you can choose one additional trait.
NOTE: When you cast the find familiar spell for a standard familiar, you also gain the boon for the familiar you summon.
[FONT="]×[/FONT][FONT="] Boon. Your[/FONT] familiar bestows a special boon upon its master. This ability is variable, and depends on the type of familiar.
[FONT="]×[/FONT][FONT="] [/FONT]Superior. Your familiar’s ability scores each increase by 1.
[FONT="]×[/FONT][FONT="] [/FONT][FONT="]Telepathic[/FONT]. You are considered to be in contact with your familiar for the purpose of shared spells, as long as it is within 1 mile of you. You and your familiar can communicate with each other telepathically at a range of up to 1 mile.
[FONT="]×[/FONT][FONT="] [/FONT]Tough. Your familiar gains +1 hit point per character level.
Familiar | Master’s Special Boon |
Armadilo | +1 AC |
Bat | Adv. Perception in dim light or darkness |
Blink Dog | Adv. Perception checks that rely on hearing or smell. |
Cat | Exp, stealth |
Dinosaur | Adv. Initiative |
Dodo | Adv. Initiative |
Dolphin | Exp, Swim checks |
Faerie Dragon (young) | Magic resistance |
Fire Snake | Resistance: fire |
Flying Sword | Resistance: psychic |
Fox | +2 Dex saves |
Giant Wolf Spider | Web walker trait |
Hawk | Adv. Perception in bright light |
Hedgehog | +2 Will saves |
Imp | Devil’s Sight (Magical darkness does not impede your darkvision) |
Iguana | Exp, Swim checks |
Koala | Exp. Climb checks |
Mephit | Resistance: poison |
Monkey | Exp. Acrobatics |
Otter | Exp. Swim checks |
Owl | Adv. Perception in dim light or darkness |
Panther | Adv. Perception checks that rely on smell. |
Parrot | The master learns one bonus language. The familiar has the ability to speak one language. |
Penguin | Exp. Swim checks |
Pixie | Adv. On saves against being charmed and magic can’t put you to sleep. |
Psuedodragon | Magic resistance |
Quasit | Magic resistance |
Raccoon | Exp. Sleight of Hand |
Rat | +2 Con saves |
Raven | Adv. On Appraise checks The familiar has the ability to speak one language. |
Red Panda | +2 Cha saves |
Seal | Exp. Swim checks |
Skunk | +2 Con saves |
Spider | Exp, Climb checks |
Sprite | Exp. Perception & Stealth |
Squirrel | Exp. Sleight of Hand |
Snapping Turtle | +2 Con saves |
Tarantula | Exp. Survival |
Turtle | +1 AC |
Viper | Exp. Deception |
Wallaby | Exp. Acrobatics |
Weasel | +2 Dex saves |
Exp. Expertise
Adv. Advantage