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Familiars and Steeds

Familiars and Steeds are magical companions that accompany a Lumen Vigil on their quest against the forces of darkness. These companions live inside a Vigil's Light Pendant and are a physical, sentient representation of a Vigil's soul. They have animal features, usually closely resembling a mundane creature, but often with several mystical qualities. There is no limit to the appearance of a familiar besides its size, which determines whether or not it is classified as a Familiar or a Steed.

Familiars

Familiars are the most common and easilly accessable companion for a Vigil. Any Vigil, regardless of fighting style or magical ability, can summon a Familiar. A vigil can rarely summon two or three familiars, but this has no affect on stats (even if it realistically should, I'm not going to throw balance to the wind so someone can have yin and yang familiars. In such instances, only one familiar can be out doing things away from their Vigil at a time). They are Tiny in size; no matter what they appear as, the following size constraints are always true: no larger than 2ft squared / no smaller than 1ft squared, no heavier than 10Lbs and no lighter than 1Lb.  

Familiar Stats

I am taking my reworked Find Familiar stats and tweaking them to be a feature rather than a spell for this campaign. Your familiar acts independently of you, but it always obeys your commands. In combat, it acts directly after you on your initiative count. 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.   The following stat block is the core statistics for your familiar.   _____________________________________________________________
  FAMILIAR
Tiny Celestial, Fey, or Fiend (You choose upon summoning), Neutral
  Armor Class: 10 + half of your Player level (rounded up)
Hit Points: 6 + 2 per player level
Hit Dice: A number of d4’s equal to your level
Speed: 30ft.
  STR: 3
DEX: 14
CON: 10
INT: 6
WIS: 12
CHA: 7
  Senses: Passive Perception 11 + Proficiency
Languages: Telepathy 120ft (only between you and the familiar), Common
Proficiency Bonus: Equal to yours
Skills: Perception
  Otherworldly Escape. The familiar doesn't provoke opportunity attacks when it moves out of an enemy's reach.
  Extradimensional Pocket. When the familiar would drop to 0 Hit Points, it instead drops to 1 Hit Point and vanishes into your Light Pendant, leaving behind anything it was wearing or carrying. It recovers over the course of 1 hour, during which it cannot be summoned. After the hour is over, you may summon your familiar again.
  Shapes and Sizes. Your familiar can be composed of several traits, described below. Choose 2 Major Traits and 4 Minor Traits for your familiar.
  Actions
Attack. Your familiar makes an attack with whatever means available to it. This attack has plus (half of your Player Level (rounded up) + proficiency) to hit, and deals 1 plus (half of your Player level (rounded up)) Radiant (celestial), Psychic (fey), or Necrotic (fiend) damage.   Reactions
Deliver Spell. When you cast a spell with a range of touch, your familiar can deliver the spell in your stead. Your familiar must be within 120 ft. of you to do so.
  Dismiss. When you take a free action to dismiss your familiar, it will use it's reaction to dissapear into your light pendant, leaving behind anything it was wearing or carrying.
  Summon (only available if your familiar is dismissed). When you spend one minute channeling your light pendant, your familiar will use it's reaction to re-appear in your space.
  _____________________________________________________________     MAJOR FAMILIAR TRAITS - Select Two   Flight. The familiar gains a fly speed equal to their movement speed.   Darkvision. The familiar gains 60ft of darkvision.   Blindsense. Your familiar gains 30ft of Blindsense.   Expert. Pick one Skill your familiar is proficient in, it gains expertise in that skill.   Above Average. Increase one of the familiar’s ability scores by 2.     MINOR FAMILIAR TRAITS - Select Four   Swift. Increase Speed by 30ft   Aquatic. Your familiar can breathe underwater and gains a swim speed equal to its walking speed.   Hardened Hide. Your familiar gains the Endure skill and gains +2 to AC   Keen Senses. The familiar has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Choose whichever and however many are applicable for the creature.   Tactile. Your familiar gains opposable thumbs and gains the Sleight of Hand and Frisk skills.   Grabby. Your familiar has a strong grip. It gains expertise in the Grip skill and can make grapple checks against creatures two sizes larger than it. On a successful grapple against a creature of that size, it instead decreases the target’s movement speed by 10 ft.   Hunter. Your familiar gains the Tracking and Autopsy skills.   Lithe. Your familiar gains the Balance and Escape skills.   Quick and quiet. Your familiar gains the Stealth skill.   Ambusher. Your familiar gains the Trapping skill. It gains the ability to create a 5x5 area of trapped space (such as a spider’s web) over the course of an hour. A creature that steps on/through the trapped space must succeed on a DC (10 plus Trapping) Dexterity saving throw or have its movement reduced to zero. A creature can use its Action to make a DC (10 plus Trapping) Strength check, freeing itself or another creature within its reach on a success.   Bird of Paradise. Your familiar gains expertise in Acting.    

Pact of the Chain

If you are a Warlock and have chosen the Pact of the Chain feature, your Familiar gains two Chain traits, described below. Additionally, your familiar has increased health and attack damage. You may add an additional point of health equal to your level to the Familiar's HP. Instead of the regular attack damage, your familiar deals 1d4 plus half of your player level (rounded down) of Radiant (celestial), Psychic (fey), or Necrotic (fiend) damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).   CHAIN TRAITS:   Devil's Sight. The creature gains darkvision out to 60ft. Magical darkness doesn't impede this darkvision.   Invisibility. The familiar can magically turn invisible as an action. It remains invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.   Heart Sight. The familiar gains expertise in the Insight skill. If the familiar touches a creature, it magically knows the creature's current emotional state.   Shapechanger. The familiar can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), a toad (40 ft., swim 40 ft.), a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Fiendish Guile. Your familiar has advantage on Charisma saving throws.    

Steeds

Steeds are the less common, much larger mystical companion a Vigil can summon. Not every Vigil can summon a Steed; most often, a Steed is summoned due to the Vigil's expression of power: the less magic a Vigil themselves can wield, the more likely their companion will express that latent magic themselves and grow in size and power to that of a Steed. Because of this, they also tend to grow more powerful alongside their Vigil, expressed more extremely than Familiars. A Vigil can only ever summon one steed, and is unable summon a familiar at the same time.
A Steed is either Medium or Large, defined as:
Large: no larger than 16ft squared / no smaller than 7ft squared, no heavier than 4000Lbs and no lighter than 500Lb.
Medium: no larger than 7ft squared / no smaller than 4ft squared, no heavier than 500Lbs and no lighter than 10Lb.   Steeds are exclusive to: Paladins, Fighters, Barbarians, Monks, Rangers, Rogues, Bloodhunters, and Wardens.

Steed Stats

I am using the reworked Find Familiar stats as a basis for Find Steed. Since this is the first campaign I'm making oficial stats for this spell, it'll be re-tweaked for future campaigns to be an actual spell and not a feature. For now, though, it's a feature for any eligible Vigil who would rather have a Steed than a Familiar. Your steed acts independently of you, but it always obeys your commands. In combat, it acts directly after you on your initiative count. As an action, you can see through your steed's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the steed has. During this time, you are deaf and blind with regard to your own senses.  
  The following stat block is the core statistics for your steed.
_____________________________________________________________
  STEED
Large or Medium Celestial, Fey, or Fiend (You choose upon summoning), Neutral
  Armor Class: 10 + half of your Player level (rounded down)
Hit Points: 10 + 5 per player level
Hit Dice: A number of d8’s equal to your level
Speed: 45ft.
  STR: 16
DEX: 12
CON: 12
INT: 6
WIS: 10
CHA: 7
  Senses: Passive Perception 11 + Proficiency
Languages: Telepathy 1 mile (only between you and the steed), Common
Proficiency Bonus: Equal to yours
Skills: ---
  Shared Soul: While mounted on your steed, you can make any beneficial spell cast on you, that targets only you, also target your steed.   Extradimensional Pocket. When the steed would drop to 0 Hit Points, it instead drops to 1 Hit Point and vanishes into your Light Pendant, leaving behind anything it was wearing or carrying. It remains there for 1 hour, and then it reappears in an empty space adjacent to yours. If there is no room for your steed near you, the steed instead remains within the light pendant to be summoned manually.   Shapes and Sizes. Your steed can be composed of several traits, described below. Choose 2 Major Traits and 4 Minor Traits for your steed.   Actions
Attack. Your steed makes an attack with whatever means available to it. This attack has plus (half of your Player Level (rounded up) + proficiency) to hit, and deals 1d6 plus (half of your Player level (rounded up)) Radiant (celestial), Psychic (fey), or Necrotic (fiend) damage.
  Reactions
  Dismiss. When you take a free action to dismiss your steed, it will use it's reaction to dissapear into your light pendant, leaving behind anything it was wearing or carrying.
  Summon (only available if your steed is dismissed). When you spend one minute channeling your light pendant, your steed will use it's reaction to re-appear in an empty space adjacent to yours. If there is no room for your steed near you, this reaction cannot be taken.
  _____________________________________________________________     MAJOR STEED TRAITS - Select Two   Charge/Pounce. If the steed moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra (1d6) damage. If the target is a creature, it must succeed on a DC (8 + proficiency + steed's Strength) Strength saving throw or be knocked prone.   Pack Tactics. The steed has advantage on an attack roll against a creature if at least one of the steed's allies other than it's rider is within 5 feet of the creature and the ally isn't incapacitated. If the steed's rider dismounts, it can then count as a separate ally.   Darkvision. The steed gains 60ft of darkvision.   Blindsense. Your steed gains 30ft of Blindsense.   Expert. Pick one Skill your steed is proficient in, it gains expertise in that skill.   Above Average. Increase one of the steed's ability scores by 2.     MINOR STEED TRAITS - Select Four   Swift. Increase the steed's Speed by 15ft.   Aquatic. Your steed can breathe underwater and gains a swim speed equal to its walking speed.   Hardened Hide. Your steed gains the Endure skill and gains +4 to AC   Keen Senses. The steed has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Choose whichever and however many are applicable for the creature.   Hunter. Your steed gains the Tracking and Autopsy skills.   Lithe. Your steed gains the Balance and Escape skills.   Quick and quiet. Your steed gains the Stealth skill.   Bird of Paradise. Your steed gains expertise in Acting.   Fearsome. Your steed gains the Intimidation skill.   Standing Leap. The steed's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.    

Greater Steed

At level 10, a Vigil's steed becomes enhanced. It may grow wings, extra limbs, grow in size, or simply gain increased muscle mass and heightened senses. Select three Greater Traits to upgrade your summoned steed with.   Flight. The steed gains a flying speed equal to it's walking speed.   Driveby. The steed doesn't provoke an opportunity attack when it moves out of an enemy's reach.   War Mount. Your steed gains proficiency in Strength and Constitution saving throws. Optionally, your steed may grow one size category.   Multiattack. When the steed chooses to attack, it may attack twice instead of once.   Enhanced Charge/Pounce (Charge/Pounce is not required, you can replace it). If the steed moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra (2d6) damage. If the target is a creature, it must succeed on a DC (8 + proficiency + steed's Strength) Strength saving throw or be knocked prone. If the target is prone, the steed can make one attack against it as a bonus action.   Swallow. The steed makes one attack with it's mouth against a Medium or smaller target. The target must be grappled by the steed or prone next to the steed to make this special attack. If the attack hits, the target is swallowed. A willing target does not need to be prone or hit, but a full action is still used by the steed to swallow. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the steed. The steed can have only one target swallowed at a time. If the steed has a flying or swimming speed, these are reduced to zero while swallowing a target, and it's walking speed is reduced by half. If the steed dies, a swallowed creature is no longer restrained, landing prone where the steed dissapeared.   Blood Frenzy. The steed has advantage on melee attack rolls against any creature with half of it's remaining hit points or less. When paired with Pack Tactics, the steed instead gains a bonus to hit equal to it's Strength modifier.  

Animal Companion Subclasses

For Vigils that are Rangers with the Beastmaster, Swarmkeeper, or Drakwearden subclass and Druids with the Primeval subclass, your steed's take the place of your animal companion. You may alter your steed accordingly with the following bonus traits and reworked abilities:   BEASTMASTER
You gain a whole new subclass. Good for you! Replace all features from Beastmaster with the following:   Vigil's Companion.
At 3rd level, your bond with your steed excells that of a standard Vigil. Its hit point maximum increases by two times your ranger level. While traveling through your favored terrain with only the steed, you can move stealthily at a normal pace. Finally, it's attack damage increases by 1d6 at level 5 (2d6), 11 (3d6), and 17 (4d6).   Exceptional Training
Beginning at 7th level, your steed can use a bonus action to take the Dash, Disengage, or Help action on its turn.   Bestial Fury
Starting at 11th level, your steed gains the Multiattack trait for free.   Share Spells
Beginning at 15th level, your steed can use it's reaction to deliver a spell of Touch through itself instead. When doing so, it may make a single attack against the target creature as a part of the same reaction. Hit or miss, the spell is still delivered.   Beastmaster Bonus Traits (select one):   Binding Strike. The steed gains proficiency in Grip. As a part of an attack, the steed may attempt to grapple it's target.   Wild One. Your steed is always under the affect of the spell Speak with Animals and has advantage on checks made to interact with creatures eligible for the spell.   Sneak Attack. If your steed attacks a Suprised target, or attacks an enemy from stealth (such as Invisibility or after successfully hiding), they automatically critically hit.     SWARMKEEPER
Your steed takes the form of a swarm of familiars instead of a standard, whole beast. You are still able to "ride" this swarm, though it is more like being carried. Your steed is not restricted to your space, but it must share a space with you in order to benefit from the abilities granted by the subclass's features. While sharing a space, your steed must use it's action and bonus action to assist you with subclass features. It also cannot be targetted by individual attacks; any attack that would target your steed instead targets you. AoE effects still target both of you, but treat damage done to your Steed as if it were resisted (this stacks with proper resistance if applicable).   Swarmkeeper Bonus Traits (select one):   Lesser Flight. Your steed gains a flying speed equal to half of it's walking speed so long as it is not being ridden or grappling a creature. This trait can be replaced with another at level 10 if you choose to gain the Flight trait.   Hinderance. Your steed can share a space with an unwilling creature. When doing so, the creature has disadvantage on attack rolls against any creature other than the steed.   Agile. The steed gains +2 to Dexterity and +2 to it's AC.     DRAKEWARDEN
Replace the "Drake Companion" feature with the following:   Vigil's Companion.
At 3rd level, your bond with your steed excells that of a standard Vigil. Its hit point maximum increases by two times your ranger level. While traveling through your favored terrain with only the steed, you can move stealthily at a normal pace. It's attack damage increases by 1d6 at level 5 (2d6), 11 (3d6), and 17 (4d6).   Replace the "Bond of Fang and Scale" feature with the following:   Draconic Bond.
Your steed gains the Lesser Flight trait: Your steed gains a flying speed equal to half of it's walking speed so long as it is not being ridden or grappling a creature.
Additionally, choose a damage type from the following: acid, cold, fire, lightning, or poison. Your steed's attacks can deal the chosen damage type, and both you and your steed resist the chosen damage type.   Replace the "Perfected Bond" feature with the following:   One Soul.
Your steed gains the War Mount trait for free. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Drakewarden Bonus Traits (select one):   Elemental. choose a damage type from the following: acid, cold, fire, lightning, or poison. This will be the same damage type from Draconic Bond. Your steed gain resistance to the chosen damage type. At level 7, they gain immunity instead.   Infused Strikes. When another creature within 30 feet of the steed that it can see hits a target with a weapon attack, the steed infuses the strike with its essence, causing the target to take an extra 1d6 dice of damage. The damage type is determined by the steed's base damage, either Radiant, Necrotic, Force, or optionally elemental at level 7.   Draconic Intelligence. Your steed gains +4 to intelligence and may learn one Intelligence skill of your choice.     PRIMEVAL
Replace the "Primeval Companion" feature with the following:   Vigil's Companion (Druid).
At 2nd level, your bond with your familiar greatly excells that of a standard vigil. They are transformed into a Steed of medium size; replace their statistics with those of a steed. Its hit point maximum additionally increases by two times your druid level. At level 10, your Steed's attack damage increases by one dice (total of 2d6).   Primeval Bonus Traits (select one):   Intercept. When a creature the steed can see hits a target with an attack, and the target is within 5 feet of the steed, the target instead takes half the damage. The steed takes the remainder of the damage.   Wild One. Your steed is always under the affect of the spell Speak with Animals and has advantage on checks made to interact with creatures eligible for the spell.   Primal. Your steed gains expertise in the Intimidation skill.        

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