Rogue Familiar

by sinon

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Spirit Caller

In your adventures you have made a bond with a mysterious spirit. This spirit is bound to you for life in the form of an animal familiar. While many rogues prefer to work alone, you live and do battle with your familiar, knowing that neither of you would be quite the same without each other.

Familiar Friend

Starting at 3rd, level when you choose this archetype you learn the find familiar spell and can cast it as a ritual. When you cast it using this feature, it gains additional benefits as listed below. You also gain proficiency in Animal Handling when you gain this feature.

  • After finishing a long rest, you can change the form of your familiar
  • Your familiar shares your initiative in combat and takes its turn at the same time as you.
  • Your familiar has the stats listed in the Familiar Stats section at the end of this archetype description instead of that creatures normal stats.
  • Your familiar can benefit from your Sneak Attack feature. Its attacks count as a finesse weapon for the purposes of Sneak Attack, and doing so counts as your one use of Sneak Attack per turn.

Spirit Bond

Also starting at 3rd level, as an action you can swap places with your familiar if it is within 60 feet of you. Once you do so, you can't use this feature again until after you finish a short or long rest.

Bonded Magic

Starting at 9th level, the bond you share with your familiar allows you to cast certain spells. You gain access to the detect magic, invisibility, and see invisibility spells. You can cast one of these spells once, regaining the ability to do so when you finish a short or long rest. When you cast a spell with this feature that targets you, you can have it also target your familiar.

When you gain this feature, choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.

Merge

Starting at 13th level, as a bonus action, you can merge your body and everything you are wearing into your familiar. While merged, you use your familiar's stats, but you retain your Intelligence score. You can only take actions that your familiar can normally take. If you are reduced to 0 hit points, the merge ends, your familiar dies, and you appear in the nearest unoccupied space to your familiar. You can end the merge as a bonus action on your turn.

Life Restore

Starting at 17th level, as an action, if your familiar is within 100 feet of you, you can restore it to full health. If your familiar is dead, it is instantly brought back to life with full health in an unoccupied space within 30 feet of you. Both you and your familiar gain advantage on the next attack you make within the next hour.

Once you use this feature, you can't use it again until you finish a long rest.

Familiar Stats

Your familiar uses the Rogue Familiar stat block below. At 3rd level when you choose this archetype, you can increase one of your familiars Ability Scores to 16, another to 14, and a third to 12.

Whenever you gain a level in this class, you can increase your familiars Hit Point maximum by 1d4 + its Constitution modifier. Whenever you gain the Ability Score Improvement feature, you can increase your familiars Ability Scores using the same rules that apply to player characters. Your familiar always retains its stats, even after being revived from death.


Rogue Familiar

Tiny (celestial, fey, or fiend), Your alignment


  • Armor Class 10 + your proficiency bonus
  • Hit Points 9 (3d4 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

Actions

Bite. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5ft., one target. Hit 2 (1d4 + its Strength modifier) slashing damage.

Claw. Melee Weapon Attack: your proficiency bonus + its Dexterity modifier to hit, reach 5ft., one target. Hit 2 (1d4 + its Dexterity modifier) piercing damage.

Familiar Forms

Each familiar form grants additional features to you and your familiar. These are listed in the Familiar Abilities table below.

Familiar Abilities

Form Features
Bat 30 ft. fly speed, Blindsight 60 ft
Cat Darkvision 30 ft., Claw attack deals bonus +1 damage
Crab +1 bonus to AC
Frog (Toad) Can breathe air and water, 20 ft. swim speed
Hawk 60 ft. fly speed
Lizard Darkvision 30 ft.
Octopus Darkvision 30 ft., can only breathe water, can hold its breath for 30 minutes
Owl Darkvision 120 ft., 30 ft. fly speed
Poisonous Snake 30 ft. swim speed, Bite attack deals bonus 1d4 poison damage
Fish (Quipper) Darkvision 60 ft., 40 ft. swim speed, can only breathe water
Rat Darkvision 30 ft., Bite attacks deals bonus +1 damage
Raven 60 ft. fly speed
Sea Horse Can only breathe water, 20 ft. swim speed
Spider 40 ft. climb speed, can climb difficult surfaces, upside down on ceilings
Weasel Walking speed increased by 10 ft.
 

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