BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Charlotte's Familiar

The familiar can take the form of a corgi, goldfinch, butterfly, pond turtle (it will default to corgi). All forms have a mostly yellow/golden color but largely pass as natural. As an action, Charlotte can dismiss the familiar, and it appears as a tattoo on her left upper arm. She can summon it again with an action.  

Corgi

Tiny celestial, neutral good
Armor Class: 12
Hit Points: 60
Speed: 40 ft , burrow: 5 ft

STR

12 +1

DEX

15 +2

CON

12 +1

INT

6 -2

WIS

14 +2

CHA

14 +2

Saving Throws: Dexterity +7
Skills: Performance +6 Persuasion +6
Senses: Darkvision 30 Ft., passive Perception 14
Languages: understands Common and Celestial but can't speak

Spellcasting ability is WIS. +7 attack bonus, DC17 saving throw.

At will: Light, Resistance

1/day: Aid, Locate Object, See Invisibility

3/day: Feather Fall


Keen Hearing and Smell. The corgi has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. The corgi has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.   Unwavering Loyalty. The corgi will always follow the commands of an NPC that they have a positive relationship with. If commands conflict, it will follow Charlotte above all others.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.   Bark. The dog uses a bonus action to have a creature within 15 of it make a DC 11 Wisdom saving throw or become frightened until the end of the dog’s next turn. The targeted creature(s) must be capable of hearing in order for this condition to take effect. Creatures affected by the Unwavering Loyalty trait automatically succeed this saving throw.

Goldfinch

Tiny celestial, neutral good
Armor Class: 15
Hit Points: 3
Speed: 10 ft , fly: 60 ft

STR

2 -4

DEX

16 +3

CON

3 -4

INT

6 -2

WIS

14 +2

CHA

14 +2

Saving Throws: Dexterity +7
Languages: understands Common and Celestial but can't speak

Spellcasting ability is WIS. +7 attack bonus, DC17 saving throw.

At will: Light, Resistance

1/day: Aid, Locate Object, See Invisibility

3/day: Feather Fall

Actions

Beak. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.   Charming Tune. Once per turn, the goldfinch can use an action to have a creature within a 15-foot radius make a DC 15 Charisma saving throw or become charmed until the end of their next turn. The targeted creature must be capable of hearing in order for this feature to take effect.

Butterfly

Tiny celestial, neutral good
Armor Class: 14
Hit Points: 3
Speed: 20 ft , fly: 60 ft

STR

3 -4

DEX

19 +4

CON

8 -1

INT

6 -2

WIS

14 +2

CHA

8 -1

Saving Throws: Dexterity +9
Senses: Darkvision 30 Ft., passive Perception 12
Languages: understands Common and Celestial but can't speak
Challenge Rating: 0

Spellcasting ability is WIS. +7 attack bonus, DC17 saving throw.

At will: Light, Resistance

1/day: Aid, Locate Object, See Invisibility

3/day: Feather Fall

Reactions

Flutter By. The butterfly adds 1d4+1 1d4+1 to its AC against one melee attack that would hit it. It can't use this reaction while restrained.

Pond Turtle

Tiny celestial, neutral good
Armor Class: 17
Hit Points: 6
Speed: 15 ft

STR

3 -4

DEX

5 -3

CON

10 +0

INT

6 -2

WIS

14 +2

CHA

8 -1

Saving Throws: Dexterity +2
Languages: understands Common and Celestial but can't speak

Spellcasting ability is WIS. +7 attack bonus, DC17 saving throw.

At will: Light, Resistance

1/day: Aid, Locate Object, See Invisibility

3/day: Feather Fall

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Reactions

Withdraw. As a reaction, the turtle can withdraw entirely into its shell. While in its shell, the animal gains +5 to its AC and advantage on all Constitution-based saving throws.

Children

Comments

Please Login in order to comment!