Weapon Familiar (3.5e Feat)

From D&D Wiki

Jump to: navigation, search


Weapon Familiar [Fighter, Familiar, General]

Not satisfied with an animal familiar, you create one that is more martially minded than most.
Prerequisite: Ability to cast first level spells, must not have a familiar but be able to get one.
Benefit: You obtain a familiar based on these guidelines:
  • Hit Die: For purposes of effects related to Hit Die, a weapon familiars HD is the same as masters.
  • HP: 1/2 masters
  • Hardness: Same as normal, but see below
  • Attacks: A weapon familiar has no attacks - it is one. However, when its master is using the familiar it is treated as both a manufactured weapon and a natural weapon for purposes of feats, magic bonuses and the like.
  • Saves: Masters Base Save Bonus
  • Skills: None
Special Abilities: A Weapon Familiar grants its master Special Abilities based on its personality, rather than type. Examples(Note: these are only guidelines, any appropriate modifier can be used):
Special: A Fighter may select this as one of his Fighter Bonus Feats
Personality Special
Agile +2 Attack Roll
Aggressive +2 Damage Roll
Poised +2 Initiative Roll

In addition, a familiar progresses as its master progresses

Master
Class
Level
H Int Special
1st-2nd 1 6 Alertness,Empathic Link
3rd-4th 1 7 Deliver Touch Spells
5th-6th 2 8 Speak With Master
7th-8th 2 9 Store Spells
9th-10th 3 10
11th-12th 3 11 Improved Store Spells
13th-14th 4 12
15th-16th 4 13
17th-18th 5 14
19th-20th 5 15 Greater Store Spells

Weapon Familiar Ability Descriptions:

Hardness(H): The WF gains additional Hardness based on the masters level

Int: The familiars Intelligence score.

Alertness: As long as the Master is wielding his familiar he gains the Alertness feat.

Empathic Link: The master has an empathic link with his familiar out to a distance of up to 1 mile. They can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Deliver Touch Spells: If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. A ranged weapon bestows this ability upon its ammunition.

Store Spells: A Master can store a spell in his Weapon Familiar as a standard action that does not provoke an attack of opportunity. This spell must be a touch spell and cannot be a healing spell. Whenever you deal damage you may make a caster level check(DC=20) to loose the spell as a free action, even if youve already cast a spell. Damage dealt through magic does not count towards this ability, though if you use a weapon to deliver the damage its base damage does apply.

Variant: Ranged: You may instead store a ray spell

Improved Store Spell: You may store a number of spells in your familiar equal to 1/2 your Spellcasters base ability modifier.

Greater Store Spell: Storing a spell is now a move action. In addition, you may now store spells equal to your spellcasters base ability modifier.


Back to Main Page3.5e HomebrewCharacter OptionsFeatsFamiliar
Back to Main Page3.5e HomebrewCharacter OptionsFeatsFighter
Back to Main Page3.5e HomebrewCharacter OptionsFeatsGeneral

Home of user-generated,
homebrew pages!


Advertisements: