Uniform Familiars

by Data_Reaper

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Uniform Familiars

It goes without saying, Artificer is the best designed class in 5e. This extends to just about every aspect of the class and the many subclasses. It makes sense then to base our new familiar on the Homunculous Servant.

Further, efforts have been made since the very beginning of 5e to “fix” beast master ranger. The recent changes to beasts companions from Tasha’s provide some excellent examples of how templates can be used to streamline companions options and abilities.

Let’s combine these two designs together for familiars.

These rules will replace the ones currently used for Mundane Familiars; familiars summoned by the level 1 spell Find Familiar, and the optional druidic feature that uses the same mechanics.

Chain Pact warlocks are still encouraged to find unique and powerful familiars, but should compare and contrast those familiar stat blocks with what we have here, always taking the best of either value.

New Concepts

Healing Familiars

Familiars can be healed through the normal means of curative magics. They also have their own hit dice to use during a short rest.

Additionally, because they are a spiritual extension of the caster, during a short rest the caster may use their own hit dice to heal their familiar much as they would heal themselves. The range of this action is touch.

PB

PB stands for proficiency bonus. This is a more elegant way to increase values that does not overly punish multi-class characters.

Summoner Level

This is the total of levels in the class(es) that has/have access to Find Familiar spell or similar ability. Druid levels never count towards this total.

Shared Initiative

In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Wild Companion - Optional for Druids

2nd-level druid feature You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of an aberration and the familiar disappears after a number of hours equal to half your druid level. Druids using the rule to summon familiars with wild surge uses do not count their levels towards a summoner level, instead using their total druid levels. They also substitute wisdom for any instance of intelligence, such as bonus HP for the familiar.

Templates

When you summon a familiar you choose one of the following templates to modify the Uniform Familiar stat block:

Amphibious Form: The familiar can breathe air and water. It gains a swim speed of 40 ft.

Flight Form: The familiar has a flight speed of 60 ft.

Scout Form: The familiar’s base speed increases to 30. It gains a 30 ft climb speed. It gains the Keen Senses trait using sight, smell, and hearing.

Sentry Form: The familiar gains 10 ft of blindsight and confers this benefit with its summoner if they remain in physical contact.

Companion Form: The familiar gains the ability to speak one language that the summoner knows.



Uniform Familiar

Tiny Aberration, neutral


  • Armour Class 13 (natural armor)
  • Hit Points 1 + your Spellcasting Modifier + your Summoner Level ( [Summoner Levels]d4 )
  • Speed 20 ft. This is further modified by what template you choose.

STR DEX CON INT WIS CHA
4(+3) 15(+2) 12(+1) 10(+0) 10(+0) 7(-2)

  • Saving Throws Dex +2 plus PB
  • Skills Perception +0 plus PB × 2, Stealth +2 plus PB
  • Damage Immunities
  • Condition Immunities
  • Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
  • Languages understands the languages you speak, but cannot speak.
  • Challenge — Proficiency Bonus (PB) equals your bonus

  • Evasion If the Uniform Familiar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
  • Quick The Uniform Familiar does not provoke opportunity attacks when leaving an enemy’s reach.

Actions

Uniform Familiar are prohibited from attacking but may take other actions such as:

  • Help, Dodge, Dash, Disengage, Search

Reactions

Channel Magic The Uniform Familiar delivers a spell you cast that has a range of touch. The Uniform Familiar must be within 120 feet of you.