Custom Familiar Rules

Create your own Familiar

This page describes the rules to create your own familiar. You may flavor the familiar as you would like.   For Base Familiars.
  • Select the Base Familiar Stat Distribution
  • Select 4pts worth of Standard Traits
For Advanced Familiars.
  • Select Advanced Familiar Stat Distribution
  • Select 4pts worth of Standard Traits
  • Select Additional 6pts worth of Standard or Advanced Traits
 

Base Familiar Stat Distributions

Agile
  • 3 STR, 15 DEX, 10 CON, 3 INT, 12 WIS, 7 CHA
Strong
  • 12 STR, 10 DEX, 12 CON, 3 INT, 8 WIS, 7 CHA
Keen
  • 3 STR, 13 DEX, 10 CON, 3 INT, 14 WIS, 6 CHA
 

Base Familiar Defaults:

AC is 10+Dex
HP is (2) 1d4
Speed 30ft
Size is Tiny
Type is Fey, Fiend, Celestial (Chosen at Creation)
Attack Die: 1 (You may choose between Piercing, Bludgeoning, or Slashing Damage at creation)
Base Attack. Melee Weapon Attack: +(Str or Dex Mod) to hit, reach 5 ft., one target. Hit: 1 Attack Die damage of type selected on creation or gained through Trait.  

Standard Traits

Point cost is the number next to the trait name. Each trait may only be taken once. Any trait with a prerequisite must have the prerequisite to be taken. Creature type traits are the only thing that allow prerequisite bypassing. Standard Familiars are allowed 4 points of Traits. Speeds
  • Burrower (1): Gains 5ft Burrow Speed. Reduces walk speed by 10ft.
  • Climber (1): Gains 20ft Climb Speed. Reduces walk speed by 10ft.
  • Flier (1): Gains 40ft Fly Speed. Reduces walk speed by 25ft.
  • Mobile (1): Increase Walk speed by 10ft.
  • Swimmer (1): Gains 20ft Swim Speed. Reduces walk speed by 10ft.
  • Agile Climber (1): Must have Climber. Increase climb speed by 20ft.
  • Agile Flyer (1): Must Have Flier. Increase Fly speed by 20ft.
  • Agile Swimmer (1): Must have Swimmer. Increase Swim speed by 20ft.
Senses
  • Blindsight (1): Gains Blindsight to 10ft. Loses Standard Sight. Gain Condition Immunity Blinded.
  • Advanced Blindsight (1): Must Have Blindsight. Gain Blindsight to 30ft.
  • Echolocation (1): Must have Keen Hearing and Blindsight. Gain Blindsight out to 60ft. Unable to use Blindsight if deafened.
  • Keen Smell (1): Advantage on Wisdom (Perception) Checks that rely on Smell.
  • Keen Hearing (1): Advantage on Wisdom (Perception) Checks that rely on Hearing.
  • Darkvision (1): Gains 60ft Darkvision. Cannot be taken with Blindsight
Other
  • Advanced Telepathy (1): Add 500ft to Telepathic Range.
  • Alert (1): Gain +2 on Initiative Rolls.
  • Amphibious (1): Can breathe both water and air.
  • Armored (1): Gains natural armor of 12+Dexterity Modifier. It can use its natural armor to determine its AC if the armor it is wearing would leave it with a lower AC.
  • Expertise (1): Must Have Proficient. Doubles Proficient Bonus in one skill. Is unable to act as a teacher with this expertise.
  • Flyby (1): Must have Flier. The familiar doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Helper Bee (1): Must Have Proficient. Familiar can help it’s summoner with ability skill checks if it is proficient. Gives +1 Circumstance Bonus if Proficient. Gives +2 Circumstance Bonus if Expert. (Does not work with DTD)
  • Immunity (1): Must have Resistance. Gain immunity in the same type as Resistance.
  • Lifelink (1): If your familiar would be reduced to 0 HP by damage, as a reaction, you can take all the damage, and your familiar takes none. However, special effects that would occur due to that damage (such as Bleed) still apply. This damage is only impacted by the Familiar's traits (such as Resistances) and cannot be modified in any way (such as summoner's Resistances/Immunities/Vulnerabilities).
  • Mimicry (1): Can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
  • Nuzzler(1): If the familiar accompanies another creature during a short rest where they expand a hit die, they gain 1d4 more hp. Activates at most once per long rest per creature. May only activate on one creature per short rest. Hit die is increased to increased to 2d4 at 5th level, 3d4 at 11th level, 4d4 at 17th level.
  • Poisoned Attack (1): Augments Base attack. Adds “the target must make a DC 8 + [Summoner’s Proficiency Bonus] Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one” to the attack. Adds Summoner proficiency bonus to hit.
  • Proficient (1): Gains your proficiency bonus in two skills.
  • Proficient Attacker (1): Add Summoner’s Proficiency Bonus to Attacks.
  • Resilient (1): Gain immunity in two of the following conditions. (Blinded, Charmed, Deafened, Frightened, Poisoned)
  • Resistance (1): Gain resistance in one of the following. (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder)
  • Spider Climb (1): Must have Climber. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Standing Leap (1): Long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
  • Sturdy (1): Must have Armored. Gain Non-Magical Resistance in one of the following. (Piercing, Slashing, Bludgeoning)
  • Tattoo Transformation (1): Can transform into a tattoo the summoner carries on their flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 Perception check to Seek to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that requires concentration.
  • Tough (1): Has an extra 2HP per Summoner level.
  • Vicious (1): Attack Die is increased to 1d4, increased to 2d4 at 5th level, further increased to 3d4 at 11th level, further increased to 4d4 at 17th level
  • Web Sense (1): While in contact with a web, the familiar knows the exact location of any other creature in contact with the same web.
  • Web Walker (1): Ignores movement restrictions caused by webbing.
Creature Type (Optional, You don’t have to select one) By Selecting creature types, spells/abilities that target those types can now work on the familiar. Some traits may bypass restrictions, this does not mean it has the prerequisite as well as the trait listed, only the trait listed.   The intent is for the type to be gained in addition to being Fey/Fiend/Celestial.
  • Construct (3): Gain Construct Type. Gain Sturdy Trait. Gain Resilient Trait (Poisoned, Exhaustion). Gain Alert Trait.
  • Elemental (3): Gain Elemental Type, May Choose (Fire, Lightning, Cold). Gain Immunity Trait for Elemental Type. Damage Type changes to Elemental Type.
  • Aberration (3): Gain Aberration Type. Gain Damage Reduction (Psychic) and Resistance Trait (Psychic). Damage Type changes to Psychic. Gain Advanced Telepathy.
  • Plant (3): Gain Plant Type. Gain Blindsight Trait. Gain Resistance Trait (Lightning). Gain Resilient Trait (Deafened, Frightened). Gain False Appearance: As long as the Familiar does not move it looks like a normal plant. A successful DC 15 Investigation check will reveal the familiar as a plant.
  • Ooze (3): Gain Ooze Type. Gain Pseudopods which extend reach by 5ft. Gain Amorphous: can move through a space as narrow as 1 inch wide without squeezing. Gain Resistance Trait (Acid). Gain Resilient Trait (Charmed, Prone).
  • Undead (3): Gain Undead Type. Gain Immunity (Poison). Gain Resilient Trait (Poisoned, Exhaustion). Gain Undead Fortitude: If damage reduces the familiar to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the familiar drops to 1 hit point instead.
  • Aquatic (3): Gain Aquatic Type.Gain Amphibious Trait. Gain Swimmer Trait. Gain Resistance Trait (Cold). Gain immunity to Environmental pressure effects caused by a deep underwater environment.
  • Angelic/Celestial (3): Must be Celestial Type. Gain Resistance Trait (Radiant, Necrotic). May cast the cantrip Light on itself at will.
  • Dragon (3): Gain Dragon Type. Select Dragon Element, choose one between (Acid, Cold, Fire, Lightning, Poison, Thunder). Gain Resistance Trait of Element. Gain Flier Trait. Able to do a Tiny Breath Attack once a day.
  •   Tiny Breath Attack. Range 5ft. When you use your tiny breath weapon, one target creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + summoner proficiency bonus. On a failure the target gains the Aflame condition for the [Summoner's Proficiency Bonus] of damage in the Element Type of the familiar.

Advanced Familiars

Advanced Familiars are different from standard familiars as they are considered stronger. They can only be obtained through features such as Pact of the Familiar.  

Advanced Familiar Stat Distributions

Agile
  • 3 STR, 18 DEX, 13 CON, 11 INT, 12 WIS, 12 CHA
Strong
  • 16 STR, 10 DEX, 13 CON, 10 INT, 9 WIS, 7 CHA
Keen
  • 3 STR, 16 DEX, 10 CON, 13 INT, 16 WIS, 13 CHA
Intelligent
  • 3 STR, 16 DEX, 10 CON, 16 INT, 13 WIS, 12 CHA

Advanced Familiar Defaults:

AC is 10+Dex
HP is (7) 3d4
Speed 30ft
Creature Size is Tiny
Type is Fey, Fiend, Celestial (Chosen at Creation)
Attack Die: Vicious Trait by Default (You may choose between Piercing, Bludgeoning, or Slashing Damage at creation)
Languages: Common, (Any one Planar or Racial Language) (Only able to speak)
Base Attack. Melee Weapon Attack: +(Str or Dex Mod) to hit, reach 5 ft., one target. Hit: 1 Attack Die damage of type selected on creation or gained through Trait.  

Advanced Familiar Traits

Traits here can only be taken with Advanced Familiars such as those gained via Pact of the Chain. You have an additional 6 points that may be used on advanced traits or standard traits. (10 points total, 4 of which must be used on Standard Traits.)   Advanced Traits
  • Advanced Poison Attack (1): Melee (Or Ranged if Ranged Attacker Trait Taken) Weapon Attack: one target. Hit: Hit Die Damage, and the target must succeed on a DC 10 + [Summoner’s Proficiency Bonus] Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
  • Advanced Immunity (1): Must Have Advanced Resistance. Gain Immunity in one of the Resistances Selected in Advanced Resistance.
  • Advanced Resistance (1): Gain Resistance in Two of the following (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder)
  • Advanced Sturdy (1): Must Have Sturdy. Gain Immunity in the same Damage Type as Sturdy. Both Magical and NonMagical.
  • Advanced Vicious (1): Must Have Vicious. Attack Die is modified to 1d8, increased to 2d8 at 5th level, further increased to 3d8 at 11th level, further increased to 4d8 at 17th level
  • Charge (1): Must have STR above 10. If the familiar moves at least 20 feet straight toward a target and then hits it with a Melee attack on the same turn, the target takes an extra 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
  • Devil’s Sight (1): Must have Darkvision. Increases Darkvision to 120. Magical Darkness doesn’t impede the familiar’s darkvision.
  • Heart Sight (1): The familiar touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 + [Summoner’s Proficiency Bonus] Charisma saving throw, the familiar also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
  • Invisibility (1): The familiar magically turns 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.
  • Keen Senses (1): Must Have Keen Hearing or Keen Smell. Advantage on Wisdom (Perception) Checks that rely on Hearing, Sight, and Smell.
  • Linguist (1): Can Speak 2 Additional Languages.(Can’t be used as a trainer.)
  • Magic Resistance (1): Has advantage on saving throws against spells and other magical effects.
  • Magical Strikes (1): Familiar attacks are considered magical for the purposes of bypassing resistances.
  • Natural Magic (1): Learn one of the following Attack Cantrips. (Acid Splash, Fire Bolt, Ray of Frost, Vicious Mockery). When using the magic the attack is made with [Summoner Proficiency Bonus + 2] to Hit. Use Summoner’s Level to Determine higher level spell damage.
  • Pack Tactics (2): Has advantage on an attack roll against a creature if at least one of the familiar's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Poison Sense(1): Must have Keen Smell or Keen Senses. Can detect whether a substance is poisonous by taste, touch, or smell.
  • Ranged Attacker (1): Familiar Melee attacks have the option of being considered ranged with a range of 40/120.
  • Scare 1/day (1): One creature of the familiar’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the familiar is within line of sight, ending the effect on itself on a success.
  • Shapechanger (1): 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.), 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.
  • Telepathic Communication (1): Can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
  • Weaponized Conduit (1): Familiar attacks may use the summoner's main casting stat for their bonus to hit and damage bonus.
Advanced Creature Type Options:
  • Demon/Devil (3): Gain Demon or Devil Type. Gain Resistance to Bludgeoning, Piercing, and Slashing from Nonmagical/NonSilvered Attacks. Gain Devil’s Sight Trait. Gain Shapechanger Trait.
  • Beast (3): Gain Beast Type. Gain Pack Tactics. Gain Keen Senses. Gain Beast Speak (You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, and you can understand basic concepts and ideas from them).
  • Advanced Ooze (3): Gain Ooze Type. Gain Pseudopods which extend reach by 5ft. Gain Amorphous: can move through a space as narrow as 1 inch wide without squeezing. Gain Resistance Trait (Acid). Gain Mimicry Trait. The familiar gains the ability to transform itself into a clone of an individual it studies for one minute, taking on an ooze version of their shape, but retaining its size of tiny.
  • Advanced Dragon (3): Gain Dragon Type. Select Dragon Element, choose one between (Acid, Cold, Fire, Lightning, Poison, Thunder). Gain Immunity Trait of Element. Gain Flier Trait. Able to do a Breath Attack.
  • Breath Attack. Range 15ft Line. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type determined from Element chosen. The DC for this saving throw equals 10 + summoner proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a long rest.

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