Familiar Class

by MommyMoke

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The Familiar Class

A warlock approaches his patron after committing a great deed in service to the writhing eldritch entity. Pleased with his work, the creature grows another smaller creature from it's flesh, unaware that to the warlock, it would become his greatest ally.

A wizard is on his knees, beset by old age and the goblin foes before him. Before the final blow is struck, the imp the wizard had summoned to perform trivial tasks jumped in front of the blow, saving his dear master.

It's common to hear of bands of heroes who set out to challenges and harsh adversity and come out on top, though, nobody seems to tell tells of the small sidekick by their side, known as familiars.

Familiars are, of course, creatures created to be bound to a particular master in service to them, however, familiars have the potential to be powerful in their own right, especially when linked up with a partner.

Playable Familiars?

This class takes liberties with the concept of familiars to create a viable and unique support character experience. Because you are a familiar and therefore, are a specific creature, you do not select a race as you normally would, you instead select one of the "Familiar Types" at first level.

Multiclassing as a Familiar

If you plan to multiclass as a familiar, you must be a familiar first, as the majority of features in this class rely on the fact that your race is tied to what your abilities are as a familiar.

Other multiclassing restrictions still apply.

Creating a Playable Familiar

Every Familiar has a different score that it prefers to use as it's highest ability score, make that ability score your highest and then your second highest ability score should be Dexterity. Next, select the Outlander background.

Class Features

As a Familiar, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Familiar level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Familiar level after 1st

Proficiencies


  • Armor: Light Armor, Shields
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any simple weapon or (b) A light crossbow and 20 bolts.
  • (a) An explorer's pack or (b) a priest's pack
  • A trinket relating to the person that summoned you or where you were summoned from.
Familiar Backstories

It's important that you work with your DM to determine how it is you've come to meet your party. Most familiars are summoned into the world so the number one big question to ask when making your Familiar's backstory is

"Who, What, When, Where, and Why was I summoned to the world"

Did a party member summon you or did somebody else summon you?

Familiar Type

Starting at 1st level, you begin your life as a familiar and thus, must select what kind of familiar you are. Your choice determines your racial features, as well as features that are granted to you as you gain more Familiar levels.

Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.

Familiar Ability Modifier

Every Familiar Type has a different "Familiar Ability Modifier", which determines what ability score that familiar uses to determine how to calculate it's Familiar Saving Throw.

Familiar Type Familiar Ability Modifier
Imp Charisma
Quasit Wisdom
Sprite Wisdom
Pseudodragon Intelligence
Faerie Dragon Charisma
Pact Weapon Charisma
Gazer Wisdom
Globgrob Constitution
Giant Constitution
Undead Constitution

Familiar Save DC = 8 + your proficiency bonus +

your Familiar Ability modifier

Familiar Ability Score Increases

All familiars are granted a +2 bonus to an ability score of your choice, and a +1 bonus to a different ability score of your choice.

Familiar Class
Level Proficiency Bonus Features Chore Die Chores
1st +2 Familiar Type, Find Master, Natural Armor, Magic Item Bonding - -
2nd +2 Chore List, Helper 1d6 1
3rd +2 Burst of Work 1d6 1
4th +2 Ability Score Improvement 1d6 1
5th +3 Chore Talent 1d8 2
6th +3 Familiar Type Feature 1d8 2
7th +3 Burst of Work (2 Uses) 1d8 2
8th +3 Ability Score Improvement 1d8 2
9th +4 Encouragement 1d8 2
10th +4 Burst of Work (3 Uses) 1d10 2
11th +4 --- 1d10 3
12th +4 Ability Score Improvement 1d10 3
13th +5 Chore Talent 2d6 3
14th +5 Familiar Type Feature 2d6 3
15th +5 Quick Bond 2d6 3
16th +5 Ability Score Improvement 2d8 3
17th +6 --- 2d8 4
18th +6 Burst of Work (4 Uses) 2d8 4
19th +6 Ability Score Improvement 2d10 4
20th +6 My All For My Master 2d10 4

Find Master

Starting at 1st level, you can perform the most important ability of any familiar known as "Finding", a process that binds you in servitude and partnership. You can perform an hour long ritual in the company of a creature you wish to bind yourself to. This creature is known as your "master" and provides you with the following benefits

  • You and your master may communicate telepathically so long as you are within 100ft of each other.
  • As an action, you or your master may look through each other's eyes and hear what the other hears, gaining the benefits of any special senses the other has. However, you or your master are blind and deaf and regards to your own respective senses when using this ability until you or your master use an action to switch back.
  • Your master can forgo one of their own attacks to allow you to use your reaction to use one of your own attacks.
  • If your master casts a spell with a range of touch, you can deliver the spell as though your master had cast it.

You and your master gain additional benefits as you level depending on what Familiar Type you are.

You cannot bind yourself to a creature who already has a familiar through the Find Familiar spell and when you bind yourself to a different creature, any creature you currently have bound becomes unbound from you and no longer gains the benefits of being your master.

Natural Armor

Starting at 1st level, a combination of your body and the magic that binds you to your master allows you to have a natural armor, whether it be scale or tough hide. So long as you are not wearing armor, your AC equals 13 + your Familiar Ability Modifier. You can still use a shield and gain the benefits from this feature.

Magic Item Bonding

Starting at 1st level, you gain the ability to suck out the magic from magic items that you'd normally attune to. When you attune to a magic item that is a weapon or piece of armor, you may instead apply it's properties to any natural weapon attacks you possess if it is a weapon or to your body if it's a piece of armor.

For example, if you attune to a Sunblade, your natural attacks gain the weapons properties of adding +2 to attack and damage rolls, dealing radiant damage, dealing additional radiant damage on a hit to undead, and granting you the ability to emit light.

While attuned to an item this way, you cannot use the item and instead, you use the item's abilities as though they were your own.

(Specific rulings for the Pact Weapon Familiar Type are listed at the end of this document)

Familiar Chore

Starting at 2nd level, you've become adept at serving enough to perform chores for your party and write your own chore list.

You may select a chore to prepare from the list detailed at the end of this class. You gain the ability to prepare more as you level as shown in the Chores column of the Familiar class table.

Each Chore grants you a list of features that allows you to better serve your party. When you take a short or long rest, you may replace any chores on your chore list with new ones.

Chore Die

Starting at 2nd level, you gain access to your chore die, a die that improves as you level that grants different benefits depending on your choice of chore.

Summon Tool

If your chore grants you proficiency in a tool such as Cook's Utensil's or Alchemist's Supplies, you can naturally summon any tools used for that chore, craft them effortlessly out of thin air, or even use a part of your body as the tool. You are encouraged to flavor your tools however you wish such as using your bladed body to cut meats and vegetables as a pact weapon or belching up hellish explosive bombs from your stomach as a quasit.

Burst of Work

When you reach 3rd level in this class, you gain a special ability known as a Burst of Work. Each chore has it's own unique Burst of Work that you can use.

Once you use your Burst of Work you cannot use it again until you finish a long rest. When you reach 7th level, you may use it twice per long rest, three times at 10th level, and four times at 18th level.

Helper

Starting at 2nd level, you can use the help action as a bonus action.

Chore Talent

Starting at 5th level, you may select one of your chores and gain expertise in the tool associated with it. At 13th level, you select an additional chore to gain expertise in.

Encouragement

Starting at 9th level, when your master rolls an attack roll, ability check, or saving throw, you may use your reaction to add your chore die to the roll.

You may do this after your master's roll is made but before the outcome is determined.

Once you use this feature, you cannot use it again until you finish a long rest.

Quick Bond

Starting at 15th level, as an action, you may select a target allied creature you can see within 120ft and make that creature your new master without needing to perform the hour long ritual. Once you use this feature, you cannot use it again until you finish a long rest.

My All For My Master

Starting at 20th level, as an action, you can grant your master ultimate encouragement allowing you to chose one of the following options for your master to recover:

  • One of any Spell Slot level.
  • Half of your master's maximum Ki points. (Rounded up)
  • Half of your master's maximum Sorcery points (Rounded up)
  • All of your master's maximum Bardic Inspiration uses (Rounded up)
  • Two Channel Divinity uses
  • Half of your master's maximum Lay on Hand's health pool. (Rounded up)
  • One use of any feature that can only be used once per long rest except this feature.

Once you use this feature, you cannot use it again until you finish a long rest.

Familiar Types

You may select from the following familiar types. Your familiar type determines your race and features that are granted to you as you gain levels in this class.

Imp

You are an imp, a lesser devil summoned from the Nine Hells. Usually, before being summoned, you life may have consisted of running errands for greater devils or doing the bidding of any spellcaster that would summon you.

Imp Racial Traits

Age: Imps theoretically can be ageless as they are mostly recycled to become stronger devils later on, however, it's unlikely to find an imp over 100 that has not been promoted or demoted.
Alignment: Imps tend to universally be lawful evil, as they are used to serving their masters in hell, however, it's possible for a summoned imp to change their evil ways and become good through the influence of a good master.
Size: You are a small sized creature.
Speed: You have a walking speed of 20ft and a flying speed of 30ft.
Languages: You know the Common and Infernal languages.
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Devil's Sight: Magical darkness does not impede your darkvision.
Infernal Ancestry: Your creature type is fiend rather than humanoid. Spells and features that would normally effect fiends effect you as well.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Sting: Your tail is a natural weapon. As an action, you can perform a melee weapon attack. On a hit, you deal 1d4 + your Strength modifier piercing damage. Additionally, on a hit, a creature must succeed a constitution saving throw against your Familiar Save DC or take 1d6 poison damage. This poison damage increases to 2d6 at 5th level, and again to 3d6 at 11th level.

Additionally, your tail has the finesse and reach weapon properties.

Imp Familiar Type Features

You gain the following Familiar Class features from being an imp.

Naturally Stealthy

Starting at 1st level, you become proficient in the stealth skill and can use the hide and disengage actions as a bonus action.

Find Master: Mark Target

Starting at 1st level, your master gains this new special feature.

Mark Target: As a bonus action, you may target a creature you can see within 120ft and mark it as your imp's assassination target. When your imp deals damage to the marked target using it's sting or a weapon with the finesse property, the creature takes an additional 1d6 damage and has disadvantage on constitution saving throws against features or items that deal poison damage or inflict the poisoned condition during this attack. When calculating the results of this attack, creatures normally immune to poison damage are treated as resistant instead and creatures resistant to poison damage are treated as not resistant. Lastly, any creature immune to the poisoned condition when dealing with damage relating to this attack are instead not immune. The mark on the target vanishes if the imp successfully hits a marked target, when you mark another target, or at the end of the marked creature's turn.

The damage from this feature increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Instructions for the Scout

Starting at 6th level, your master can telepathically give you instructions to improve your stealth. While your master is looking through your senses, you gain a +2 bonus to Dexterity and Wisdom skill checks. Additionally, while your master is looking through your eyes, you can communicate telepathically for an infinite range so long as you remain in the same plane of existence.

Infernal Leap

Starting at 10th level, if you are within 100ft of your master, as a bonus action, you can teleport to an unoccupied space within 5ft of your master. Your master can also use their bonus action to teleport you to them as well.

Vanish and Escape

Starting at 14th level, as a reaction, when your master takes damage, you can teleport to an unoccupied space within 5ft of them and cast the Darkness spell. When cast through this feature, your master can see through it. Lastly, you and your master can move up to half your movement speed without provoking attacks of opportunity. Once you use this feature, you cannot use it again until finish a long rest.

Imp Quirks

You can roll on the following table to help come up with interesting character quirks for your imp.

d6 Quirks
1 Your master often has to bribe you with shiny things to get you to follow orders.
2 You enjoy the taste of unreasonably spicy food.
3 You often boast that your tail is the longest and most powerful of all the imps.
4 You're clumsy and often have to lie to your master to cover for your mistakes
5 You prefer hiding in the shadows until your master calls your name.
6 You enjoy riding on your master's shoulder like a perched bird.

Quasit

You are a quasit, a lesser demon summoned from the Abyss. Usually, before being summoned, you served demons with murderous intent. Killing devils or people in a bloodlust.

Quasit and Imp Differences

Quasits are clearly meant to be the demon counterpart to imps. As such, several features between the imp and quasit are shared and this familiar type is treated much more as an alternative option for the imp with some features changed and replaced.

Racial Trait Replacements

Languages: You know the Common and Abyssal languages.
Speed: You have a base walking speed of 35ft.
Scare: This feature replaces the imp's Devil's Sight feature. As an action, you may target a creature within 60ft of you, that creature must succeed a saving throw against your Familiar Save DC or become frightened of you for 1 minute. A frightened creature can repeat it's saving throw at the end of each of it's turns. Once you use this feature, you cannot use it again until you finish a short or long rest.
Claw: This feature replaces the imp's Sting feature, though works exactly the same with a few changes. Your claws do not have the Reach weapon property but your attack deals 1d6 piercing damage on a hit in addition to the other normal properties of the imp's Sting.

Familiar Type Feature Replacements

Rush and Roar

This feature replaces the Vanish and Escape feature. Starting at 14th level, as a reaction, when your master takes damage, you can teleport to an unoccupied space within 5ft of them and roar loudly. Each hostile creature within a 30ft radius of you must succeed a Wisdom saving throw against your Familiar Save DC or become frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of their turns.

Once you use this feature, you cannot use it again until finish a long rest.

Quasit Quirks

You can roll on the following table to help come up with interesting character quirks for your quasit.

d6 Quirks
1 You are known to accept rewards in the form of meats.
2 You have an obsession with the morals of cannibalism.
3 You tend to name parts of the body incorrectly.
4 You are disinterested in orders that do not have to do with violence.
5 You laugh at any joke involving death.
6 Your vocabulary is limited, yet, you know several complex words that have to do with death such as "homicide" or "massacre."

Sprite

You are a sprite, a hardy faerie warrior that is an expert at deceptions, poisons, and sensing the emotions of creatures.

Sprite Racial Traits

Age: Sprites, like elves, reaches adulthood by 100 and can live to be 750.
Alignment: Sprites tend to be neutral good protectors of the forest and often only align themselves with creatures of good alignment.
Speed: You have a walking speed of 20ft and a flying speed of 30ft.
Size: You are a small sized creature.
Fey Origins: Your creature type is Fey rather than humanoid.
Languages: You know the Common, Sylvan, and Elvish languages.
Sprite Proficiencies: As a Sprite, you are proficient in longswords, blowguns, hand crossbows, heavy crossbows, and longbows. As well as poisoner's kits. Additionally, you ignore the heavy property of ranged weapons.
Sleep Coating: When you deal damage to a creature with a weapon attack, you may cause the damage creature to roll a Constitution saving throw against your Familiar Save DC. On a failed save, the creature falls asleep for 1 minute or until another creature uses it's action to shake it awake.

Once you use this feature, you cannot use it again until you finish a long rest.
Sprite Invisibility: As an action, you may cause yourself and your master and both of your equipment to become invisible for 1 minute until either you or your master attack or cast a spell.

Once you use this feature, you cannot use it again until you finish a long rest.
Heart Sight: As an action, you may touch a target creature and read their current emotional state as well as see their alignment. An unwilling creature must succeed a Charisma saving throw against your Familiar Save DC or be read. You cannot use this feature on creatures that are immune to divination spells or are too powerful to have their emotions read (at the descretion of your DM).

Sprite Familiar Type Features

You gain the following Familiar Class features from being an sprite.

Find Master: Fey Charm

Starting at 1st level, while you are bound to your master, whenever they roll a Charisma skill check or Charisma saving throw, they add a bonus to the roll equal to your Wisdom modifier (minimum +1).

In addition, when you first bind to your master, they become proficient in one of the following skills of their choice of the Deception, Performance, or Persuasion skill.

Heart Seer

Starting at 6th level, while you are bound to your master, you gain emotional insight on how to keep them safe. While your master can see or hear you, they have advantage on saving throws made against being charmed or frightened.

Additionally, when your master succeeds on one of those saving throws, their next attack roll has advantage.

Heartlock

Starting at 10th level, as a reaction, when a creature targets you or your master with an attack, spell, or feature, you can attempt to make their heart fearful. That creature must succeed a Wisdom saving throw against your Familiar Save DC or become frightened of you and your master for 1 minute.

Once you use this feature, you cannot use it again until you finish a long rest.

Coating of Confusion

Starting at 14th level, you begin coating your weapons with a potent hallucinagen. Once per turn, when you hit a creature with a weapon attack, you may force that creature to roll a Wisdom saving throw against your Familiar Save DC or become effected by the Confusion spell until the end of their next turn.

Sprite Quirks

You can roll on the following table to help come up with interesting character quirks for your sprite.

d6 Quirks
1 You are very protective of your master when they interact with anyone and have shot people with arrows after they insult them.
2 You enjoy riding in your master's pockets.
3 You're constantly on the lookout for berries or small fruits that remind you of home.
4 Your favorite thing to do when trying to pass the time is making and smoking tiny fairy sized cigars.
5 You hate most cities or industrialized areas.
6 Your master has to reward you with alcohol to persuade you to continue working.

Pseudodragon

You are a pseudodragon, a small dragon roughly the size of a cat. Pseudodragons are known for their sharp stingers and intelligence.

Pseudodragon Racial Traits

Age: Pseudodragons normally reach adulthood after 100 years and can live to be 800.
Alignment: Pseudodragons tend to be neutral, as they normally keep to themselves.
Size: You are a small sized creature.
Speed: You have a walking speed of 20ft and a flying speed of 30ft.
Languages: You know the Common and Draconic languages.
Darkvision: Thanks to your draconic eyes, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses: You have advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Draconic Ancestry: Your creature type is dragon rather than humanoid. Spells and features that would normally effect fiends effect you as well.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Sting: Your tail is a natural weapon. As an action, you can perform a melee weapon attack. On a hit, you deal 1d4 + your Strength modifier piercing damage. Additionally, on a hit, a creature must succeed a constitution saving throw against your Familiar Save DC or become poisoned for 1 minute. A creature can repeat this saving throw at the end of each of their turns.

Additionally, your tail has the finesse and reach weapon properties.

Pseudodragon Familiar Type Features

You gain the following Familiar Class features from being a pseudodragon.

Spellcasting

Starting at 1st level, you are proficient with arcane magic and can cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the Wizard spell list.

Cantrips

You learn 2 cantrips from the Wizard spell list. At 10th level, you gain a 3rd cantrip and a 4th at 16th level.

Spell Slots

The Pseudodragon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Pseudodragon Spellcasting Table
Level Cantrips Spells Known 1st 2nd 3rd 4th 5th
1st 2 2 2 ----- ----- ----- -----
2nd 2 2 2 ----- ----- ----- -----
3rd 2 3 3 ----- ----- ----- -----
4th 2 3 3 ----- ----- ----- -----
5th 2 4 4 2 ----- ----- -----
6th 2 4 4 2 ----- ----- -----
7th 2 5 4 3 ----- ----- -----
8th 2 5 4 3 ----- ----- -----
9th 2 6 4 3 2 ----- -----
10th 3 6 4 3 2 ----- -----
11th 3 7 4 3 3 ----- -----
12th 3 7 4 3 3 ----- -----
13th 3 8 4 3 3 1 -----
14th 4 8 4 3 3 1 -----
15th 4 9 4 3 3 2 -----
16th 4 9 4 3 3 2 -----
17th 4 10 4 3 3 3 1
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2
Spells Known

You know two 1st level wizards spells of your choice. The Spells Known column of the Pseudodragon Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Draconic Evolution

Starting at 6th level, your body begins to magically change thanks to the power you've gained from being around your master, allowing you to evolve into more of a standard dragon. Select one of the following type of dragon below:

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lighting 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

You and your master gain resistance to the damage type associated with your draconic evolution and you can now, as an action, use your breath weapon. The damage for the breath weapon is 3d6 of the damage type associated with your draconic evolution and the area and saving throw are also determined by your evolution choice in the breath weapon column. The damage for your breath weapon increases to 4d6 at 11th level, and 5d6 at 16th level.

Once you use your breath weapon, you cannot use it again until you finish a short or long rest.

Spell Guard

Starting at 10th level, you can protect your master against all manner of harm. When your master would fail a saving throw against a spell or feature that would inflict a condition, you may use your reaction to cause your master to automatically succeed.

Once you use this feature, you cannot use it again until you finish a long rest.

Draconic Morph

Starting at 14th level, as a bonus action, you or your master can command you to transform into a full blooded dragon for 1 minute.

While you are in this form, you gain the following benefits:

  • Your size becomes large and your sting attack now deals 2d8 damage on a hit.
  • Your AC increases by 2
  • Your walking speed increases by 20ft and your flying speed increases by 30ft.
  • You and your master become immune to the damage type associated with your Draconic Evolution feature.
  • As an action, you may use your breath weapon regardless of whether or not you have already used it. Your breath weapon when used this way deals double damage and if it is a cone, it is now a 30ft cone, where as it would be a 10ft. by 60ft. line if it were a line. Using your breath weapon this way does not count against your once per short or long rest breath weapon granted by your Draconic Evolution feature, though you can only use your breath weapon through this feature once per long rest.

Once you use this feature, you cannot use it again until you finish a long rest.

Faerie Dragon

You are a Faerie Dragon, a roughly cat sized dragon with butterfly wings. Faerie Dragons are known for their trickster nature and wit.

Faerie Dragon and Pseudodragon Differences

Just like the quasit and the imp, the faerie dragon serves as an alternative option when playing a pseudodragon. Several features from the pseudodragon are changed and replaced.

Racial Trait Replacements

Bite: This feature replaces the Pseudodragon's Sting feature. As an action, you can perform a melee weapon attack. On a hit, you deal 1d6 + your Strength modifier piercing damage. Additionally, on a hit, the next time a creature rolls a Wisdom saving throw against a spell before the end of your master's next turn, they must subtract 2 from the roll.
Faerie Invisibility: This feature replaces the Pseudodragon's Keen Senses feature. As an action, you may cause yourself and your master and both of your equipment to become invisible for 1 minute until either you or your master attack or cast a spell. Once you use this feature, you cannot use it again until you finish a long rest.

Familiar Type Feature Replacements

Faerie Dragon Maturity

This feature replaces the Draconic Evolution feature. Starting at 6th level, you and your master gain resistance to psychic damage. Additionally, just like the Draconic Evolution feature, you may use your breath weapon, though as a faerie dragon, you instead gain the ability to use euphoria breath which you can use as an action.

Each hostile creature in a 15ft cone must succeed a Wisdom saving throw against your Familiar Save DC or be affected by your euphoria breath for 1 minute. A creature under the effects of your euphoria breath can't take reactions and must roll a d6 at the start of their turn to determine their behavior during the turn. On a roll of 1–4, the creature uses all of its movement to move in a random direction. On a roll of 5–6, The target doesn’t move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.

Once you use this feature, you cannot use it again until you finish a long rest.

Draconic Morph

The Draconic Morph feature functions as normal except it grants you and your master immunity to psychic damage.

Pact Weapon

You are a pact weapon, a sentient spirit that takes it's form as a cursed weapon often associated with a specific patron entity.

Pact Weapon Racial Traits

Age: As a weapon, you're practically ageless.
Alignment: Your alignment depends on the person that originally created you.
Speed: You have a flying speed of 10ft
Size: You are a small sized creature.
Languages: You know Common and one other language of your choice.
Living Blade: Your creature type is construct rather than humanoid and you do not need to eat, sleep, drink, or breath.
Shaped Weapon: As a pact weapon, you are, as the name implies, a sentient weapon made to be wielded by a master. Select a weapon to become. A creature can choose to wield you as a weapon, carrying you around as you reside in their space and move with them. A creature that attempts to use you as a weapon that you do not wish to be wielded by has disadvantage on attacks while using you and must succeed a Wisdom saving throw against your Familiar Save DC or be forced to drop you at the end of each of their turns.

While a creature is wielding you and they use you as a weapon attack, you are treated as that weapon and deal the same damage as that weapon. Additionally, during a short or long rest, you may choose to magically transform yourself into a different weapon instead.

On your turn, as an action, you can make a weapon attack using yourself. This is considered a natural weapon attack and your Charisma modifier can be used for attack and damage rolls when attacking this way.
Limited Telekinetics: As you do not have hands, you instead interact with objects within 5ft of you using telekinesis. Treat your telekinesis as though you had arms like a normal humanoid creature. All the properties that apply to having arms like a normal creature apply.

Pact Weapon Familiar Type Features

You gain the following Familiar Class features from being a pact weapon.

Find Master: Equip

Starting at 1st level, binding to a master allows your master to wield you expertly. While bound to a master, they gain the following benefits.

  • Your master becomes proficient in martial weapons, medium armor, and shields.
  • When using you as a weapon, a creature can use your Charisma modifier for attack and damage rolls rather than their normal weapon attack modifier.
  • While bound to you, you or your master can use their bonus action to teleport you back to your master's hand.
  • While your master wields you and they take damage, you can choose to take the damage instead.

Pactform

Starting at 1st level, as an action, you can allow your master

to enter a state of increased power and awareness for 1 minute. Your master gains the following benefits:

  • Attacks made while using you during this state critically hit on a roll of 19 or 20.
  • Your master can select a damage type, fire, cold, lightning, thunder, necrotic, radiant, or poison. Attacks made with you during this duration deal that damage type.
  • Attacks made with you during this time deal additional damage of the damage type selected equal to your proficiency bonus.

This effect ends if you or your master is incapacitated, if you or your master drops to 0 hit points, or at the end of the duration. Once you use this feature, you cannot use it again until you finish a long rest.

Pact Fighting

Starting at 6th level, if your master does not already benefit from the Extra Attack feature, they do while wielding you.

Magi's Blade

Starting at 6th level, while wielded by your master, you are considered a Weapon +1.

Pact Focus

Starting at 10th level, your master begins to gain increased awareness while they wield you. When your master rolls a Dexterity saving throw against a spell or feature that would cause them to take damage, you or your master may use your reaction to allow your master to take half damage, or no damage if your master succeeding the saving throw would allow them to take half damage already.

Pact Surge

Starting at 14th level, when you use your Pactform feature, you master surges with powerful magics. After selecting the damage type, each hostile creature within a 20ft radius of your master must succeed a Dexterity saving throw or take 10d6 damage or half as much on a successful save of the selected damage type.

Pact Weapon Quirks
d6 Quirks
1 You speak to your master as though you are a wise, combat hardened sage.
2 You constantly whisper to your master about wanting to be coated in blood.
3 You are a neat freak and constantly demand to be polished or shined.
4 You have a phobia of being stuck in a scabbard.
5 You're jealous of the party's other weapons.
6 Your're very flirty, and constantly complement physical aspects of whomever wields you.

Gazer

You are a gazer, the runt offspring of a beholder's twisted dreams.

Gazer Racial Traits

Age: As a Gazer, you tend to mature within the first few years of your life and live to be centuries old.
Alignment: Wild gazers are usually always neutral evil unless they've been influenced by another creature.
Speed: You have a flying (hover) speed of 30ft.
Size: You are initially a small sized creature.
Languages: You know Common and Deep Speech.
Gazer Biology: Your creature type is aberration rather than a humanoid.
Darkvision: Your eyestalks superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Mimicry: You can mimic simple sounds and speech that you have heard. A creature that hears the sounds can tell they are imitations with a Wisdom (Insight) check, the DC for which is equal to your Familiar Save DC.
Bite: Your bite is a natural weapon that deals 1d6 + your Strength modifier piercing damage. When you bite a creature, as a bonus action, you can attempt a shove action against them.
Eye Rays: As an action, you may roll a d4 and fire one of the following eye rays from the table below. The range for each ray is 60ft.

d4 Ray Fired
1. Slowing Ray The target creature must succeed a Wisdom saving throw or have it's speed halved and have disadvantage on attack rolls until the Gazer's next turn.
2. Fear Ray The target creature must succeed a Wisdom saving throw or be frightened of the gazer until the start of it's next turn.
3. Frost Ray The target creature must succeed a Dexterity saving throw or take 3d6 cold damage or half as much on a successful save.
4. Telekinetic Ray The target creature must succeed a Strength saving throw or be moved up to 30 feet. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

As you gain familiar levels, your eye ray table will expand with additional rays.

Gazer Familiar Type Features

You gain the following Familiar Class features from being a gazer.

Find Master: Ocular

While bound to you, your master gains 60ft of darkvision or 120ft of darkvision if they had darkvision already. Additionally, as a bonus action, your master can command you to fire an eye ray.

Gazer Evolution I

Starting at 6th level, you gain the following benefits.

  • Your size changes to medium.
  • Your bite now deals 1d10 piercing damage
  • Your frost ray now deals 4d6 cold or necrotic damage (your choice)
  • When you use an action on your turn to fire an eye ray, you roll twice instead of once and can pick two seperate targets within range or the same target for both rays.
  • You add two new rays to your ray table.
5. Charm Ray The target creature must succeed a Wisdom saving throw or become charmed by the gazer for 1 hour or until the creature takes damage. The gazer must maintain concentration on this effect like a spell.
6. Paralyzing Ray The target creature must succeed a Constitution saving throw or become paralyzed until the end of the Gazer's next turn.

Ocular Connection

Starting at 10th level, you and your master can see through each other simultaneously without the use of an action and without needing to blind or deafen your own senses. Additionally, the distance you can see through each other's senses is now unlimited.

Gazer Evolution II

Starting at 14th level, you evolve to become a true beholder. You gain the following benefits.

  • Your size becomes large, however, you can freely shrink yourself back down to a medium sized creature to fit through tight spaces.
  • Your bite now deals 2d10 piercing damage.
  • Your frost ray now deals 6d6 damage.
  • You add two new rays to your ray table.
7. Sleep Ray The target creature must succeed on a Wisdom saving throw or fall asleep and remain Unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no Effect on Constructs and Undead.
8. Disintegration Ray If the target is a creature, it must succeed on a Dexterity saving throw or take 6d6 force damage. If this damage reduces the creature to 0 Hit Points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or Creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or Creation of magical force, this ray disintegrates a 10-foot cube of it.

Globgrob

You are a globgrob, a sentient ooze that binds to a master and grants the master their life force.

Globgrob Racial Traits

Age: As an ooze, you tend to be mature right as you are born and live to be several centuries old.
Alignment: Globgrob tend to be neutral creatures as they are usually only concerned with eating.
Speed: You have a walking and climbing speed of 30ft.
Size: You are a medium sized creature.
Languages: You know Common and one other language of your choice.
Ooze Biology: Your creature type is ooze rather than a humanoid.
Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.
Pseudopod: Your bite is a natural weapon that deals 1d6 + your Strength modifier bludgeoning damage. If you manage to hit a creature through this feature, you can use your bonus action to attempt to grapple a creature.
Swallow: You are proficient in the Strength (Athletics) skill. Additionally, when you attempt a grapple check against a creature that is the same size or smaller than you, you may attempt to swallow them. On a successful check, you swallow a creature. While a creature is swallowed, they are restrained, take acid damage equal to your Familiar Ability Modifier at the start of their turn, reside in your space, move with you when you move, and have full cover from attacks. Additionally, your movement speed is reduced to 10ft while you have a swallowed creature within you. A swallowed creature can reattempt a grapple check at the end of their turn as an action in order to free themselves from you or a creature outside of you can attempt a grapple check against you in an attempt to free a swallowed creature, placing a swallowed creature within an unoccupied space within 5ft of you on a successful check. You may only have one swallowed creature within you at a time.
Durable Goo: You gain an additional hit point at 1st level, and another for each level after that.

Globgrob Quirks

You may select from the following Globgrob personality quirks or roll on the table below if you are having difficulty coming up with ideas for your Globgrob.

d6 Quirks
1 You enjoy describing the specific tastes and textures of different enemies you swallow, often comparing them to other foods you've eaten.
2 You have reoccuring nightmares of being trapped in a lake as the water causes you to dissolve.
3 You constantly apologize for leaving goo everywhere.
4 You snore exceptionally loudly.
5 You constantly make jokes about eating other party members
6 You talk and act as though you are a food critic and a master of fine dining.

Globgrob Familiar Type Features

You gain the following Familiar Class features from being a globgrob.

Find Master: Share Life Force

While you are bound to a master, and your master takes damage, you may use your reaction to half the damage your master takes, the damage halved is then dealt to you.

Metabolize

Starting at 1st level, you or your master as an action can command you to start quickly digesting a creature you have swallowed. Roll a d4. The swallowed creature takes acid damage equal to the number rolled and you or your master (your choice) regain that same amount of hit points.

The die you roll for this feature increases with your Chore Die and this feature may be used a number of times equal to your Familiar Ability Modifier per short or long rest.

Pull Inside

Starting at 6th level, your pseudopod becomes very stretchy, allowing you to make pseudopod attacks or grapple attempts against creatures within a 15ft radius of you.

Ooze Shield

Starting at 10th level, you grant your master a slimey shield. While your master is bound to you and a creature deals damage to them using a melee attack, you may roll your Chore Die and deal acid damage to that creature equal to the number rolled.

Grow/Shrink

Starting at 14th level, you or your master as an action can cast command you to cast the Enlarge/Reduce spell on yourself without expending any spell slots or requiring any components.

Giant

You are a giant, hired and bonded to your master to protect them as a massive hulking monster. Usually, this means you are either a troll, an ogre, or an ettin.

Giant Racial Traits

Age: Your age depends on what type of giant you are, though generally, you will live to be several centuries old.
Alignment: Giants are different alignments though, the giants listed in this familiar type are usually any form of lawful to their more intelligent masters.
Speed: You have a walking speed of 30ft.
Size: You are a medium sized creature.
Languages: You know Common and Giant.
Giant Body: Your creature type is giant rather than a humanoid.
Powerful Build: You are treated as a large creature when determining your carrying capacity and for checks involving lifting, grappling, shoving, or other physical activities.
Slam: Your fists are natural weapons that deal 2d6 + your Strength Modifier bludgeoning damage.
Durable Body: You gain an additional hit point at 1st level, and another for each level after that.

Subrace

You may select from one of the following subraces.

Ettin

Two Heads: You have two heads, each with distinct personalities. Additionally, you have advantage on saving throws against being blinded.
Wakeful: You cannot be surprised while you are sleeping as while one head sleeps, the other can stay awake.

Troll

Regeneration: You regenerate slowly in combat. At the start of your turn, if you have taken damage last turn that was not acid or fire damage, you gain a number of temporary hit points equal to your Familiar Ability Modifier.
Loathsome Limbs: During a long rest, if you have a severed limb, roll a d20. On a roll of 10 or higher, the limb grows back.

Ogre

Primitive Training: You have proficiency in martial weapons and all forms of armor and shields.
Cantankerous Fighter: When your master commands you to use your reaction to make an attack roll, you add a +2 bonus to the attack roll.

Giant Familiar Type Features

You gain the following features from being a giant.

Master's Howdah

Starting at 1st level, you carry a howdah on your back, a compact fort built to protect and carry others within. The howdah can carry a single medium or smaller creature inside

Giant Quirks

You may select from the following Giant personality quirks or roll on the table below if you are having difficulty coming up with ideas for your Giant.

d6 Quirks
1 You enjoy making car, motorcycle, or horse sound effects while a creature rides in your howdah.
2 You are unusually shy for a giant.
3 You constantly need certain aspects of social norms explained to you as you tend to take idioms literally.
4 You enjoy smacking your stomach as though it were a drum before going into battle.
5 You constantly hit your head on doors.
6 You are comedically afraid of tiny animals such as mice or spiders.

and provides half cover to whomever is inside except when they are targeted by melee attacks from spears or weapons with the reach property. It requires an action for a creature to climb inside or for you to load them inside, however, they can exit or you can remove them as a free action.

While a creature is inside, it can only attack with spears, weapons that have the reach property, or with ranged weapons. Additionally, the creature inside the howdah resides in your space and moves with you.

Lastly, if you fall unconcious or are restrained or knocked prone, a creature inside the howdah is moved to an unoccupied space within 5ft of you.

Find Master: Loyal Protection

You and your master do not need to use your actions to load your master into your howdah and can instead do it as a free action.

Howdah Modification

Starting at 6th level, you or your master have acquired, created, or commissioned an adaptive device to attach to your howdah. As an action, you or a creature inside your howdah may use one of the following actions:

  • Ballista: Target a creature within 60ft with a ranged weapon attack. On a hit, the target takes 2d6 + your or the creature using the ballista's Dexterity Modifier as piercing damage.
  • Battering Ram: Perform a melee weapon attack. This attack deals 2d8 + your or the creature using the battering ram's Strength Modifier as bludgeoning damage on a hit and deals double damage to objects and structures.
  • Towering Shield: Raise a wooden barrier protecting the creature inside the howdah and providing them with three-quarters cover until the end of the creature who used this action's next turn.

Master Launch

Starting at 10th level, on your turn, you may use your action to throw a creature within 5ft of you or that is inside your howdah to a target unoccupied space within 60ft. If the creature is unwilling to the be thrown, you must succeed a grapple check against them. If the thrown creature is an ally, they land at the space safely and can use their reaction to make an attack roll against a creature within 5ft of them. If the thrown creature was a hostile creature, they take damage as though they were hit by your Slam feature. Additionally, if the thrown creature was a hostile creature you can target another hostile creature within 60ft before throwing to throw the creature at the target creature. In this instance, both creatures take damage as though they were hit by your Slam feature.

Lastly, if you have the Extra Attack feature granted to you from one of your Chores or through multiclassing, you may forgo an attack on your turn to use this feature.

Great Howdah

Starting at 14th level, you are now strong enough to carry a larger howdah on your back. Your howdah can now fit two medium or smaller creatures inside of it instead of one.

Undead

You are an undead, a mortal brought back through necromancy and made to serve.

Undead Racial Traits

Age: Your body is dependent on necromancy magic and, as such, you are technically ageless.
Alignment: The alignment of an undead is largely dependent on it's master.
Speed: You have a walking speed of 30ft.
Size: You are a medium or small sized creature depending on what your body type was when you were alive.
Languages: You know Common and one other language you knew when you were alive.
Undead Form: Your creature type is undead rather than a humanoid. You do not need to eat, drink, sleep, or breathe to survive.
Master's Influence: Your master's influence makes you more tied to mortals than most other undead. As such, you can still be affected by spells that magically restore hit points such as Cure Wounds.
Fueled by Death: When a hostile creature within 5ft of you or your master drops to 0 hit points, you gain temporary hit points equal to your Familiar Ability Modifier that last until you finish a long rest.

Subrace

You may select from one of the following subraces.

Zombie

Undead Fortitude: If damage would reduce you to 0 hit points, you are reduced to 1 hit point instead. Once you use this feature, you cannot use it again until you finish a long rest.
Slam: As an action, you may use your arms to slam into a hostile creature, dealing 1d12 + your Strength modifier on a hit.

Skeleton

Undead Equipment: You gain proficiency in two martial weapons of your choice and medium armor.
Detachable: Your limbs and head are safely detachable and can act on their own, though parts of your body that are separated from you cannot perform attack actions. You can detach a body part and throw it as an action. A detached body part has a movement speed of 5ft, acts on your turn, and has no senses with the exception of your head which retains your senses. Removing one of your legs causes your movement speed to be halved until it is returned and removing one of your arms makes you unable to wield weapons or shields in that arm until it is returned, though the detached hand can carry weapons or shields without being able to attack with them.

Shadow

Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth: You can take the hide action as a bonus action.

Undead Quirks

You may select from the following Undead personality quirks or roll on the table below if you are having difficulty coming up with ideas for your Undead.

d6 Quirks
1 You enjoy dressing in lavish clothing befitting a butler.
2 You constantly moan about brains and enjoy describing their textures or different tastes.
3 Your breath is noticeably raspy.
4 You never seem to blink and your skin is cold as ice.
5 You regard your previous existence as unexciting and are thankful to have a second chance at life.
6 Dogs or other animals bark or harass you on the street.

Undead Familiar Type Features

You gain the following features from being an undead.

Find Master: Sickening Strike

Starting at 1st level, when you master uses their action to allow you to attack, on a hit, the damage is converted to necrotic damage and the target creature has disadvantage on their next attack roll.

Connected to Death

Starting at 1st level, you and your master have advantage on death saving throws.

Haunting Gaze

Starting at 6th level, when you deal necrotic damage with an attack or use the help action, you can target a creature you can see within 60ft of you. That creature, if it can see you, must succeed a Wisdom saving throw or be frightened of you and your master for 1 minute. A creature can repeat this saving throw at the end of each of it's turns. If the creature cannot see you, they automatically succeed their saving throw.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Necromantic Protection

Starting at 10th level, you and your master have resistance to necrotic damage. Additionally, if you or your master succeed a saving throw against a spell or feature that would deal necrotic damage, you instead take no damage and regain an amount of hit points equal to your Familiar level.

Horrible Rot

Starting at 14th level, as an action, you or your master can command you to target a creature within 5ft of you and force them to roll a Constitution saving throw. That creature takes 5d10 necrotic damage, has their movement speed halved for 1 minute, and becomes frightened of you and your master for 1 minute. A creature only takes half damage on a successful save.

Once you use this feature, you cannot use it again until you finish a long rest.

Familiar Chores

You may select from the following Familiar Chores.

Familiar Chef

You are a chef, and as a chef, it is your job to cook for the party and provide scrumptious meals on the road.

Cook

You gain proficiency with Cook's Utensils and add your chore die to rolls involving your Cook's Utensils. Additionally, during a long rest, you can roll your chore die to cook enough food to sustain a number of creatures equal to the number rolled. The food then spoils if it is not eaten before the start of your next long rest.

Combat Snack

You can feed your allies snacks to help keep up their strength. As an action, you may feed an allied creature within 5ft of you a snack. Roll your chore die, that creature gains temporary hit points equal to the amount rolled + your Familiar Ability Modifier. These temporary hit points last for 1 minute. Your master can also use their action to command you to use this feature.

You may use this feature a number of times equal to your Familiar Ability Modifier per long rest.

Burst of Work: The Perfect Morsel

As an action, you may use your Combat Snack feature on a target creature within range and feed them the freshest, tastiest snack you can whip up. The creature gains temporary hit points as normal, however, as long as they have these temporary hit points, they gain a bonus to their attack rolls and ability checks equal to your proficiency bonus.

Familiar Alchemist

You are an alchemist, and as such, it is your job to create potions and bombs for your party.

Alchemy Knowledge

You gain proficiency in Alchemist's Supplies and add your Chore Die to any rolls made using it or for any ability checks relating to understanding knowledge or lore of alchemy, bombs, or potions.

Craft Bombs

When you prepare this chore, you gain the ability to craft bombs. These bombs are ranged weapons that you and creature's proficient in martial weapons are proficient with. You can craft a number of bombs equal to your Familiar class level + your Familiar Ability Modifier per long rest, however, at the start of your next long rest, unused bombs become inert.

Name Damage Weight Properties
Bomb Your Chore Die (Fire Damage) 1 lb. special, thrown (range 30/60)

When a creature throws a bomb at a target creature and it hits, each other creature within 5ft of the target creature must succeed a Dexterity saving throw against your Familiar Save DC or take half the damage rolled. When you throw one of these bombs, you may use your Familiar Ability Modifier for attack rolls instead of Dexterity.

Craft Potions

When you prepare this chore, you gain the ability to craft potions. You do so by spending 10 minutes brewing your potions and expending "potion points". You have a number of potion points equal to half your Familiar Level + your Proficiency bonus. You can only craft potions for which you are a high enough familiar level for.

Potion Cost Level Required
Potion of Healing, Climbing, Growth, or Water Breathing 2 Potion Points 2nd
Potion of Greater Healing, Heroism, or Resistance 5 Potion Points 7th
Potion of Diminution, Flying, Hill Giant Strength, Invisibility, or Superior Healing 8 Potion Points 14th

Burst of Work: Bondcraft

As an action, you or your master can allow you to expend a use of your Burst of Work to craft any potion you are a high enough level for and use it on a target creature within 5ft of you, or a masterbomb, which you then throw. A masterbomb's explosion radius is double that of a normal bomb and you add an additional die to it's damage.

Familiar Cobbler

You are a cobbler, and as such, it is your job to create and manage your party's shoes.

Cobble

When you prepare this chore, you gain proficiency in Cobbler's Tools and can add your chore die to rolls made for it or any skill checks relating to the knowledge of shoes or shoe maintenance.

Shoecraft

You can craft special shoes. By working for 10 minutes, you can grant a creature who's shoes you are working on one of the following benefits:

Great Fitting: A creature wearing these shoes gains an additional 10ft of movement speed. This benefit is increased an additional 5ft at 7th level, and again at 14th level.

Hidden Compartment: A creature wearing this shoe has a hidden compartment up to 3 inches long and 1 inch wide and deep, allowing them to hide something like a knife, a small vial of poison, or another similar small object within. When a creature attempts to find the compartment, they must roll an Intelligence (Investigation) check contested by your Cobbler's Tool's check.

Cleet: A creature wearing this shoe is not affected by difficult terrain.

Spring: A creature wearing this shoe has their jump height doubled and takes no falling damage except when falling from a height of 120ft or more.

You can craft a number of these special shoes equal to your proficiency modifier, however, they lose their benefits when you make another after going over the listed amount and must be maintained at each long rest or else lose their benefits.

Maintain Shoes

You are particularly adept at keeping your party's shoes comfortable and maintained. As such, when you finish a long rest, you may target any number of creatures and work on their shoes, allowing them to travel at any speed for up to 10 hours a day without exhaustion.

Burst of Work: Polishblast

As an action, you or your master can allow you to unleash a glob of shoe polish at an area you can see within 120ft. The glob then bursts in a 15ft radius of black goop. Each creature within the radius must succeed a Dexterity saving throw against your Familiar Save DC or become blinded and covered in black shoe polish. The radius remains there for 1 minute or until doused with at least a gallon of water.

The area is difficult terrain and when a creature enters the radius for the first time on it's turn or starts it's turn inside of the radius, it must succeed a Dexterity saving throw or fall prone.

A creature blinded by the shoe polish can re-attempt it's saving throw at the end of it's turn to wipe the shoe polish out of it's eyes or use it's action to pour water into it's eyes to flush out the shoe polish and end it's blindness.

Familiar Blacksmith

You are a blacksmith, and as such, it is your job to craft weapons and armor for your party.

Smithy

When you prepare this chore, you gain proficiency in Smith's Tools and can add your chore die to rolls made for it or any skill checks involving the knowledge or maintenance of weapons and armor. Additionally, you and your master gain proficiency with martial weapons, all armor, and shields.

Modify

By spending 10 minutes, you can modify weapons and armor the following ways.

  • You can grant a property to the weapon or remove one of the weapon's properties.
  • You can choose to increase the die size of the weapon you're modifying (for example, 1d8 > 1d10 or 1d10 > 2d6). You cannot increase a weapon's die size beyond 2d6.
  • You can change the weight of armor, transforming light armor to medium armor, medium armor to heavy armor, or vice verca.
  • You can pad heavier armor, allowing creatures to perform stealth checks without forcing them to roll disadvantage while wearing it.

You can have a number of these modifications equal to your proficiency bonus at a time and must perform maintenance on modified weapons and armor during a long rest or else they lose their properties.

Blacksmith as a Pact Weapon

If you are a pact weapon and take the blacksmith chore, you can, in fact, use your modifications on yourself.

Extra Attack

When you reach 5th level, you gain the Extra Attack feature.

Burst of Work: Move Metal

By performing a 10 minute ritual, you can move and mold non-magical metal as though it were clay for 1 minute. When this duration is over, any metal you touched or moved reforms in it's new state and hardens once again.

Familiar Calligrapher

You are a calligrapher, and as such, it is your job to catalog, write, and cast spells.

Calligraphic Spellcasting

When you prepare this chore, you gain proficiency with Calligrapher's Supplies and can add your chore die to skill rolls made with it.

Additionally, you learn two cantrips from the Wizard spell list and can cast the following spells without using spell slots or components:

2/day any: detect magic, comprehend languages, illusory script, identify, mage armor, shield, sleep, burning hands, feather fall, magic missile

You can cast a spell from this list twice per long rest, plus an additional time when you reach 6th, 10th, and 14th level. You can also cast any spell from this list as a ritual if it has the ritual tag. Your Familiar Ability Modifier is your spellcasting modifier for these spells.

Lore Finder

When you and your master are searching for information regarding lore, history, or information on magic together, you or your master can add your chore die to any skill rolls made to find this information.

Move Print

By spending 10 minutes performing a ritual, you can choose to alter non-magical writing on a piece of paper to any text or symbols you chose.

Burst of Work: Quickcast

As an action, you or your master can cast any 1st level spell from the wizard spell list.

Familiar Forger

You are a forger, and as such, it is your job to create fakes of items and documents.

Forgery

When you prepare this chore, you gain proficiency in forgery kits and add your chore die to rolls involving them and any rolls made to create fakes of documents or items.

Counterfeit

By spending 10 minutes, you can create a copy of an item or forge a document. You must have the item or document you are attempting to forge on hand or have spent at least an hour studying the item/document or general blueprints of the item/document that can be found in books. Lastly, you must spend GP worth at least half of the item's market value if you are forging an item. A creature can learn that the item or document is counterfeit by performing an Intelligence (Investigation) check contested by your Forgery Kit check If the item or document you are attempting to counterfeit is magical in nature, you may cause it to produce illusions that imitate the item's effects such as creating a counterfeit Staff of Fireballs that produces illusory fireballs.

Disguised Form

You can cast the Disguise Self spell at will to allow yourself to change your appearance and voice. Your Familiar Ability Modifier is your spellcasting modifier for this spell.

Burst of Work: Counterfeit Gold

By spending 10 minutes of work, you can create an amount of counterfeit gold pieces equal to a number rolled on your chore die + your Familiar Ability Modifier. A creature can attempt to discover these gold pieces are counterfeit by performing an Intelligence (Investigation) check against your forgery kit check.

A Note on Using Counterfeit Gold

It is recommended you record how much counterfeit gold you have in your inventory separately from your legitimate gold as to not cause confusion with your DM when dealing with fake gold and whether or not an investigation check would be required.

Familia Toxicologist

You are a toxicologist and as such, it is your job to assist your party in dealing with poisons and toxins.

Toxicology

When you prepare this chore, you gain proficiency in poisoner's kits and add your chore die to rolls made to them. You can also prepare a number of poisons per long rest equal to your Familiar Ability Modifier. Poisons can be applied to weapons or natural weapons as a bonus action and poisons that you create deal an amount of poison damage equal to your chore die. A weapon is no longer coated after 1 minute or after it hits a creature. Prepared poisons must be used before you take a long rest or else they lose their potency and deal no damage.

Anti-Toxins

While bound to you, your master is resistant to poison damage and adds your chore die to saving throws against being poisoned.

Humorism Toxin

When you deal damage to a creature with a weapon attack (natural or otherwise), you can inject them with a toxin that imbalances their one of their humors. Select one of the following effects:

  • Blood: The injected creature takes bonus damage from your master's weapon attacks and spells an amount equal to your proficiency bonus.
  • Black Bile: When the injected creature rolls an attack roll, you may roll your chore die and reduce the attack roll an amount equal to half the amount rolled (minimum 1).
  • Phlegm: The injected creature's movement speed is halved and it cannot take the disengage action.
  • Yellow Bile: When the injected creature rolls a saving throw, you may roll your chore die and reduce the saving throw an amount equal to half the amount rolled (minimum 1).

A creature that is injected with your humorism toxin can attempt a Constitution saving throw at the end of their turn to attempt to overcome it. The toxin's effects wear off after 1 minute or until you inject another creature. You may use this feature a number of times equal to your Familiar Ability Modifier per long rest.

Burst of Work: Snake's Venom

As a bonus action, you can coat your or your master's weapon with a special venom. A weapon is no longer coated after 1 minute or after it hits a creature. When a creature takes damage from an attack with this weapon, you may roll your chore die and add the number rolled to the damage. Additionally, the damaged creature must succeed a Constitution saving throw against your Familiar Save DC or become poisoned for 1 minute. This feature does not stack with your poisons created from your Toxicology feature.

Familiar Medic

Battle Bandaging

When you prepare this chore, you become proficient in the Wisdom (Medicine) skill and can add your chore die to skill roles using it. Additionally, a number of times equal to your Familiar Ability Modifier per long rest, you can use your action to target a creature within 5ft of you, mending their wounds, bandaging them up, and restoring an amount of hit points equal to the number you roll on your chore die + your Familiar Ability Modifier.

Quick Medicines

As an action, you can end one disease or condition afflicting a creature within 5ft of you.

Master's Health Plan

Your master adds your chore die to their death saving throws.

Burst of Work: Heal

As an action, your or your master can command you to throw a bottle of regenerative medicines at a target creature you can see within 120ft. The target creature restores an amount of hit points equal to (3 x your Familiar level) + your Familiar Ability Modifier.

Familiar Musician

Musician

You gain proficiency with an instrument of your choice as well as the Charisma (Performance) skill and can add your Chore Die to any skill rolls made with them.

Battletune

As an action, you or your master can command you to begin playing your instrument in the middle of battle. Allied creatures that can hear you within 10ft of you while you are playing add your chore die to an attack roll or ability check on their turn, but only once on their turn.

At the start of your turn, you must use your action to keep playing your battletune or you may decide to end it. You must also maintain concentration on your battletune as though it were a spell. You can maintain your battletune a number of turns equal to your Familiar Ability Modifier per long rest.

Countertune

As a reaction, while playing your battletune, when an allied creature within range rolls a Wisdom, Intelligence, or Charisma saving throw, you may allow them to add your chore die to the roll.

Burst of Work: Distraction Chord

As an action, you or your master can command you to play an enchanting chord. Each hostile creature that can hear you within 30ft of you must succeed a Wisdom saving throw or become charmed by your music until the end of their next turn. During this state, each creature effected by this feature stands and faces you, enthralled by your performance.

Pact Weapon / Magic Item Bonding Rulings

  1. Becoming a +X weapon: When you reach 6th level as a pact weapon, you are considered a +1 weapon, however, you may still absorb +1 or +2 weapons. In the case of attack and damage roll bonuses granted from +1 items, these bonuses do not stack and the one you gain is the highest of the bonuses you currently are attuned to.
  2. Multiple On-Hit Magic Item Effects: When you absorb multiple magic items that have on-hit effects, these effects do not stack and you may only use one per attack. (On-hit effects being described as any feature that occurs when you hit a creature with a weapon attack such as a Dragonslayer's bonus damage to dragons.)
  3. Magic Items With Unique Effects: When you absorb a magic item with a unique effect such as a staff, those abilities are naturally granted to you and you are considered to have those effects. As such, your master, while wielding you, COULD theoretically gain access to these abilities by using you as a magic item, though this should be a ruling that is to be taken up with your DM.

Class Updates

Below are the updates between different versions of this class.

Balance Updates V1.1

  • The Sprite now ignores the heavy properties of ranged weapons.
  • The Imp's Instructions for the Scout feature now grants a bonus to Wisdom skill checks instead of Charisma.
  • Magic Item Bonding is now a 1st level feature
  • Proper Helper named changed to "Helper" and moved to 2nd level
  • Quick Bond added as new 15th level feature.
  • "Familiar Chore" renamed to "Chore List" which now allows the player to prepare new chores during a short or long rest.
  • The Pact Weapon can now choose to take damage for their master while being wielded by them.

New Content Updates V1.1

  • New Chores: Toxicologist and Medic
  • New Familiar Type: Gazer

Balance Updates V1.2

  • The additional tool in the Familiar's starting equipment was replaced with a trinket.
  • Specific rules for the Pact Weapon in regards to Magic Item Bonding was added.

New Content Updates V1.2

  • New Familiar Type: Globgrob

Balance Updates V1.3

  • The Globgrob's Pull Inside feature now has a range of 15ft instead of 30ft.
  • The Toxicologist Chore now specifies that the poisons created from Toxicology and Snake's Venom must be used within 1 minute of coating or else be used up. Additionally, Snake Venom now specifies that it does not stack with Toxicology.
  • The Forger Chore's Counterfeit Gold feature now scales with Chore Die + Familiar Ability Modifier

New Content Updates V1.3

  • New Familiar Type: Giant and 3 subraces for it

Balance Updates V1.4

  • Natural Armor's formula was changed to 13 + Familiar Ability Modifier as to not double down on familiars that use Constitution as their Familiar Ability Modifier.
  • The Medic's Master's Health Plan feature now adds your chore die to death saves instead of giving your master advantage.

New Content Updates V1.4

  • Familiar Musician chore was added

New Content Updates V1.5

  • Faerie Dragon alternative option for the Pseudodragon was added
  • Undead familiar was added

Thanks

for

Summoning!

I want to thank you for reading this class, I had not made a race / class combo like this before and I mainly made it as a funny little personal project to play with my friends as I had made a character who was a funny little imp named Lavender that I occassionally play and I wanted to make something specifically to play with her.

I hope you enjoy this class and give me some decent feedback to help me improve it as I'm not currently married to the main mechanics but I want to improve it.

Credits: All Artwork and Writing done by Moke, document made using GM Binder.