Copy of - 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) A tool of your choice
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
Pact Weapon Charisma
Mephit Wisdom

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

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 in 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 and 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 or using a shield, your AC equals 10 + your Familiar Ability Modifier + your Constitution modifier.

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.

Chore List

Starting at 2nd level, you've become adept at serving enough to specialize yourself in a chore, a role you fill to assist your master in and out of combat.

You may select a chore from the list detailed at the end of this class and gain 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 finish a long rest, you can prepare a new list of chores.

Chore Level

Each chore has a Chore Level, you may only prepare a chore you are a high enough level for and only if the combined levels of the chores you have prepared does not exceed your chore level. For example, at 5th level, you can prepare a single 3rd level chore, three 1st level chores, or a 1st level chore and 2nd level chore.

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 a 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. Certain chores allow you to perform different features when you use the help action, when you do so, you may only use one.

Chore Talent

Starting at 5th, when you prepare your chore list for the day, you may select one of your chores and gain expertise in a skill or tool associated with it.

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.

Rush and Roar

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.

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.

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

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

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.

Familiar Chores

When you prepare your chore list for the day, you may prepare the following chores.

1st Level Chores

The following choires are 1st level chores


Chef

1st Level Chore

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.

Sniff-Out

You add your Chore Die to any skill roll or check that involves finding ingredients for food or checking to make sure your food is safe for consumption.

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.


Alchemist

1st Level Chore

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 select 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 select this chore, you gain the ability to craft potions. You can craft a number of potions equal to your proficiency bonus per long rest. After 24 hours, crafted potions lose their potency and evaporate.

Craftable Potion
Potion of Healing, Climbing, Growth, or Water Breathing

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.


Cobbler

1st Level Chore

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

Cobble

When you select 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 shoes.

Shoecraft

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

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 10ft 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. 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.


Blacksmith

1st Level Chore

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

Smithy

When you select 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.

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.

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.


Calligrapher

1st Level Chore

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

Calligraphic Spellcasting

When you select 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.


Forger

1st Level Chore

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

Forgery

When you select 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 2d4 + your Familiar Ability Modifier counterfeit gold pieces. 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.


Nightwatch

2nd Level Chore

You are a nightwatch and as such, it is your job to stay alert at night so your party can sleep.

Watcher

When you select this chore, you gain proficiency in the Wisdom (Perception) skill and add your chore die to any skill roles made when using while you or your party are sleeping.

Create Perimeter

Before taking a long rest, you may create a 30ft square of safety. The area has the Alarm spell cast on it and three separate instances of the Snare spell cast within a 5ft square inside. Your spellcasting ability for these spells is the same as your familiar ability modifier. The duration of the perimeter and all of the spells within lasts for 8 hours.

Sleepless and Dedicated

You no longer need sleep

Burst of Work: Hasty Trap

As an action, you or your master can command you to place three instances of the Snare spell in three different spaces you can see within 60ft of you. You must maintain concentration on these snares and they vanish after one minute.


2nd Level Chore

You are a nightwatch and as such, it is your job to stay alert at night so your party can sleep.

Watcher

When you select this chore, you gain proficiency in the Wisdom (Perception) skill and add your chore die to any skill roles made when using while you or your party are sleeping.

Create Perimeter

Before taking a long rest, you may create a 30ft square of safety. The area has the Alarm spell cast on it and three separate instances of the Snare spell cast within a 5ft square inside. Your spellcasting ability for these spells is the same as your familiar ability modifier. The duration of the perimeter and all of the spells within lasts for 8 hours.

Sleepless and Dedicated

You no longer need sleep

Burst of Work: Hasty Trap

As an action, you or your master can command you to place three instances of the Snare spell in three different spaces you can see within 60ft of you. You must maintain concentration on these snares and they vanish after one minute.

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.
  • Complete overhaul of the old Chore Die system into the new Chore List system.

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.

 

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