D&D 5E Familiars! What's your Homebrew ?

Oh, I meant that if you went chain pact as a warlock, you got Improved Familiar for free. Basically in place of the pact. Just gives the warlock a few more options, as he basically gets the benefit of the feat anyways. Seemed fair.
 

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Spending 10gp and a little time to be able to pick from that table of buffs whenever you want. A permanent buff of that magnitude that you can swap around with that level of versatility is well outside the remit of a 1st level spell, let alone one that can be cast as a ritual.
I'd suggest that you only gain those boons when you actually expend a spell slot to summon or change your familiar's form.

Giving a flat plus bonus to a skill is very much a 3e thing, but not a 5e thing.
 

Find Famaliar
Conjuration (ritual)
Level: 1 (Wizard)
Casting time: 1 hour
Range: 10 feet
Components: V, S, M (100gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that you summon from one of the higher or lower planes, such as a celestial, elemental, fey, or fiend. This spirit takes an animal form you choose: bat, cat, hawk, Lizard, owl, rat, raven, or the like (see the table for Familiars under Improved Familiar Feat). Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a celestial, elemental, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A familiar can't Attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.


You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

Depending on your familiar’s spirit form, it may adopt one of the following four templates, which can be applied to the base creature. If you have the improved familiar feat, and your familiar already belongs to one of these creature types, you cannot apply it again.
Celestial.
• Darkvision 60 ft.
• Proficiency in Wisdom saving throws.
• Magic Resistance
Elemental.
• Either Blindsight or Tremorsense 30 ft.
• Proficiency in Constitution saving throws.
• Athletics skill.
• Immune to poison and the Conditions of exhaustion and poisoned.
• Depending on its elemental type, it gains one of the following movement speeds: Air: a fly speed equal to its speed. Earth: a burrow speed equal to half its speed. Fire. Speed increases by 10 feet. Water: a swim speed equal to its speed.
Fey.
• Low-light vision.
• Proficiency in Dexterity saving throws.
• Acrobatics and Stealth skill.
• Can use the Dash and Hide actions, as a bonus action.
• Advantage on saving throws against the charmed condition, and cannot be magically put to sleep.
Fiend.
• Darkvision 60 ft.
• Proficiency in Charisma saving throws.
• Magic Resistance
 

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