BookTenTiger
He / Him
Hi all!
Recently I wrapped up a years-long 5e Game in which I played a wizard with a familiar. I had a lot of fun with this! Anga was the spirit of a dryad my character had rescued from a dead forest long ago. She took many forms, interacted with other characters in fun ways...
As I create new characters for new campaigns, I hesitate to take Find Familiar again. It feels like it's just going to be the same experience. Since all familiars can take any form and follow the same rules, it feels like two characters with Find Familiar will be treading the same paths.
With that in mind, I created a modified version of Find Familiar that better fits what I want out of a spellcaster's familiar. I kept almost all the rules from the PHB, but the biggest change is that you pick one form for the familiar, and it cannot change. You gain a benefit from this form, and the familiar has a unique ideal that could guide roleplaying. I also added the idea of a Bond that can grow over time and give you more powers related to the familiar.
The goal of this house rule is to make each familiar unique. If two characters have the Find Familiar spell, they can both use it without it feeling too "samey." I also wanted to put in a little incentive to have non-owl familiars.
I would love your feedback! Do you think this would work well? Would it meet my goal of having more unique familiars? Are the benefits too good? I am aware that this steps of the toes of the Chain Warlock, but I'm okay with that. If I were to implement this in a game, I'd probably modify the Chain Warlock's familiar in a similar way. Also in a campaign with this house rule, I would probably not use the Flock of Familiar spell.
Note: A lot of this spell is just verbatim from the Find Familiar spell. Anything identical to Find Familiar, I have italicized.
Find Familiar
You gain the service of a unique familiar, a spirit which takes the form of a tiny beast. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Choose one of the following forms. When your familiar is within 100 feet, you gain a boon based on its form. If you choose a beast that is not listed here, choose an appropriate category.
Canny Familiars: Octopus*, Owl, or Raven**
Canny Familiar Boon: Gain Proficiency in one new language. Your familiar speaks one language you are proficient in.
* Octopus speaks the language through signs.
** Raven speaks two languages you are proficient in.
Fleet Familiars: Cat, Hawk, Fish / Quipper, Sea Horse, Weasel
Fleet Familiar Boon: Gain Proficiency in Acrobatics or Athletics.
Sly Familiars: Bat, Poisonous Snake, Rat, or Spider
Sly Familiar Boon: Gain Proficiency in Perception or Stealth.
Tough Familiars: Crab, Frog / Toad, or Lizard
Tough Familiar Boon: Your Maximum Hit Points increase by your Proficiency Bonus.
Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on your initiative just after your turn. A familiar can't attack, but it can take other actions as normal.
When your familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
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.
You cannot have more than one familiar at a time. If you cast this spell while you already have a familiar, it is dismissed to a pocket dimension, and you instead summon a new familiar.
When you first summon your familiar, give it a name and either choose or roll on the Ideal Table (or create your own). Your familiar is a unique individual with its own desires. If you treat your familiar well, you will be able to create a closer bond, unlocking more powers.
Ideals (1d12)
Summoning your familiar creates a bond that can grow over time. Your Bond with your familiar starts at 1. When you gain a level, your familiar's Bond improves by one.
There are other ways to improve your familiar's Bond. Your DM may improve your familiar's Bond if you help your familiar realize their ideal, treat your familiar well, or roleplay interactions between your familiar and other characters and NPCs. Your Bond may be no greater than twice your level.
Your familiar gains new features as their Bond increases. The Material Components required to cast Find Familiar also increases. If you do not use the correct amount of Material Components, you must summon a new familiar with a Bond of 1.
Recently I wrapped up a years-long 5e Game in which I played a wizard with a familiar. I had a lot of fun with this! Anga was the spirit of a dryad my character had rescued from a dead forest long ago. She took many forms, interacted with other characters in fun ways...
As I create new characters for new campaigns, I hesitate to take Find Familiar again. It feels like it's just going to be the same experience. Since all familiars can take any form and follow the same rules, it feels like two characters with Find Familiar will be treading the same paths.
With that in mind, I created a modified version of Find Familiar that better fits what I want out of a spellcaster's familiar. I kept almost all the rules from the PHB, but the biggest change is that you pick one form for the familiar, and it cannot change. You gain a benefit from this form, and the familiar has a unique ideal that could guide roleplaying. I also added the idea of a Bond that can grow over time and give you more powers related to the familiar.
The goal of this house rule is to make each familiar unique. If two characters have the Find Familiar spell, they can both use it without it feeling too "samey." I also wanted to put in a little incentive to have non-owl familiars.
I would love your feedback! Do you think this would work well? Would it meet my goal of having more unique familiars? Are the benefits too good? I am aware that this steps of the toes of the Chain Warlock, but I'm okay with that. If I were to implement this in a game, I'd probably modify the Chain Warlock's familiar in a similar way. Also in a campaign with this house rule, I would probably not use the Flock of Familiar spell.
Note: A lot of this spell is just verbatim from the Find Familiar spell. Anything identical to Find Familiar, I have italicized.
Find Familiar
You gain the service of a unique familiar, a spirit which takes the form of a tiny beast. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Choose one of the following forms. When your familiar is within 100 feet, you gain a boon based on its form. If you choose a beast that is not listed here, choose an appropriate category.
Canny Familiars: Octopus*, Owl, or Raven**
Canny Familiar Boon: Gain Proficiency in one new language. Your familiar speaks one language you are proficient in.
* Octopus speaks the language through signs.
** Raven speaks two languages you are proficient in.
Fleet Familiars: Cat, Hawk, Fish / Quipper, Sea Horse, Weasel
Fleet Familiar Boon: Gain Proficiency in Acrobatics or Athletics.
Sly Familiars: Bat, Poisonous Snake, Rat, or Spider
Sly Familiar Boon: Gain Proficiency in Perception or Stealth.
Tough Familiars: Crab, Frog / Toad, or Lizard
Tough Familiar Boon: Your Maximum Hit Points increase by your Proficiency Bonus.
Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on your initiative just after your turn. A familiar can't attack, but it can take other actions as normal.
When your familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
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.
You cannot have more than one familiar at a time. If you cast this spell while you already have a familiar, it is dismissed to a pocket dimension, and you instead summon a new familiar.
When you first summon your familiar, give it a name and either choose or roll on the Ideal Table (or create your own). Your familiar is a unique individual with its own desires. If you treat your familiar well, you will be able to create a closer bond, unlocking more powers.
Ideals (1d12)
- Indulgence: I want to enjoy the world using all my senses- to see beautiful sights, to listen to music and stories, to taste fantastic foods...
- Greed: I am driven to collect shiny, valuable objects, such as coins, baubles, teeth... My obsession may be focused on objects of a single color, material, or other strange characteristic.
- Vanity: I am a beautiful creature, worthy of gifts and admiration. I like to have my fur brushed, or my scales scrubbed, or my shell buffed every night. When I look good, I do good.
- Community: My companions are the most important thing to me; I will do what's needed to make their lives comfortable, joyous, and safe.
- Love: I love my conjurer. I will bring them gifts, sleep on their pillow at night, and do all I can to help them achieve their goals.
- Glory: I am the hero of this story! I want to gain the admiration of my companions, and build my glorious reputation.
- Chaos: If there is an opportunity to cause trouble, I will take it. I gain great satisfaction in pranks and foiled plans, especially if the victim is someone in a position of power.
- Justice: I am driven to help those who have been harmed by those in power. I make friends with the powerless, and will put my life on the line to stand up for my beliefs.
- Loyalty: I am loyal to a powerful figure from another realm (a celestial, fiend, or fey). Though I follow my conjurer's commands, I will also attempt to achieve my true master's goals.
- Power: I may look like a tiny beast, but inside I am a giant. I want power: magical, material, political... I will help my conjurer gain power, especially if it benefits me!
- Knowledge: I am curious about this world. I am driven by curiosity; I want to know what's around that corner, down that pit, and in that book!
- Revenge: I did not choose to be conjured, and I am not happy to be in this realm. Though I will follow my conjurer's commands, I will seek other ways to have my vengeance.
Summoning your familiar creates a bond that can grow over time. Your Bond with your familiar starts at 1. When you gain a level, your familiar's Bond improves by one.
There are other ways to improve your familiar's Bond. Your DM may improve your familiar's Bond if you help your familiar realize their ideal, treat your familiar well, or roleplay interactions between your familiar and other characters and NPCs. Your Bond may be no greater than twice your level.
Your familiar gains new features as their Bond increases. The Material Components required to cast Find Familiar also increases. If you do not use the correct amount of Material Components, you must summon a new familiar with a Bond of 1.
Bond | Bonus Feature | Material Components |
1 - 4 | - | 10 gp of special inks and oils, which the spell consumes. |
5 - 9 | The range through which you may communicate telepathically, see through your familiar's senses, and cast spells through your familiar is doubled. | 25 gp of special inks and oils, which the spell consumes. |
10 - 14 | When your familiar takes damage, such as from an attack, trap, or environmental hazard, you may choose to take the damage instead. Your familiar is still impacted by any other effects of the source of harm. | 50 gp of special inks and oils, which the spell consumes. |
15 - 19 | You gain advantage on Constitution Saving Throws to maintain concentration when you are in physical contact with your familiar. | 100 gp of special inks and oils, which the spell consumes. |
20+ | As an action, your familiar may assume one new form. Choose a small or medium-size beast with a CR no greater than 1/4. Your familiar retains their Boon and Ideal, but gains the statistics and abilities of the new form. As an action, they may return to their original form. | 150 gp of special inks and oils, which the spell consumes. |