Familiar (5e Race)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:41, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Familiar[edit]

If anyone could help me resize these images to be smaller, that would be great.
arcanist_800pxweb_by_olgadrebas-dbv455w.jpg
“Arcanist Feat” made by [1]

Familiars are less a unified Race, and more a collaboration of races with similar interests and ability. Be they Fiend, Fae, or Draconic, These beings are unique in their ability and interest in serving as the Familiars of Spellcasters.

Beyond this simple introduction

Physical Description[edit]

Familiars are Tiny beings of immense mystical power. Furthermore, most Familiars are not native to the Material Plane.

Society[edit]

Being a collection of other Races, Familiars adhere to the social norms of those groups. That being said, the groups from which a familiar would come from rarely have a unified 'society' as would be recognized by humanoid races. Imps and Quasits live as the lowest underlings of the Lower Planes, being treated nearly a trash. Sprites for small groups and friendships with other fey in their forests, and Pseudodragons usually live solitary lives.

Familiar Names[edit]

Though a Familiar will likely have a name from their homeland, they are just as likely to be re-named by their masters.

Familiar Traits[edit]

Familiars are Tiny beings of extraordinary magic. They serve as the servants of greater spellcasters.
Ability Score Increase. +2 Dexterity
Age. varies by subrace. usually 100+ years.
Alignment. varies
Size. your size is Tiny. You cannot wield two handed or oversized weapons, and treat weapons which are not light as though they were heavy two handed weapons. Weapons may be specially crafted for your size, but deal damage 2 die sizes smaller than they normally would. You have similar difficulty with armor and other items as well.
Speed. Your base walking speed is 15 feet. You also have a flying speed of 30 feet.
Darkvision. 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.
Invisiblility. Starting at 3rd level, you can cast the invisibility spell with yourself as the target. After you cast invisibility in this way, you cannot do so again until you complete a long rest. At 10th level, you can use this ability once per short rest.
Find Master. A Familiar may cast a variant of the find familiar spell. Instead of summoning a familiar for yourself, you become the familiar to a willing spellcaster of your choice, who is within 10 feet.

While serving as a familiar, you form a telepathic bond with them, granting several benefits. First, while you are within 20 feet of one another, you may communicate telepathically, using a common language. Second, While within 100 feet of one another you or your master may spend their action to see and hear what the other sees and hears, losing access to their own sight and hearing during that time. Third, if your master casts a spell with a range of touch, while within 100 feet of you, the may have you deliver the touch spell using your reaction, and using your own attack modifier. Fourth if you cast a spell with a range of touch, while within 100 feet of your master, you may have them deliver the touch spell using their reaction, and their attack modifier.

Your Master cannot dismiss you to a pocket dimension, as they could with a summoned familiar, nor are you dismissed to such when you reach zero hit points.

You may choose to end your service to your master at any time, but if you do so, you take a -1 to all rolls for 1 week.
Skill Proficiency. familiars are proficient with the Stealth skill.
Languages. Common, plus other languages based on your subtype
Subrace. Imp, Quasit, Pseudodragon, Sprite

faerie_by_werdandi.jpg
“faerie” made by Werdandi

Subraces[edit]

Imp[edit]

Ability Score Increase. +1 Charisma
Devil's Sight. Magical darkness does not impede an Imp's darkvision.
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (10 ft., fly 40 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Fiend. Imps are treated as fiends by all magical effects.
Languages. Imps speak Common, and Infernal

Quasit[edit]

Base Speed. Quasit's do not have a fly speed, but their base land speed is increased to 40 feet.
Scare. As an action, a quasit may attempt to frighten a target within 20 feet. The target must succeed on a Wisdom saving throw (DC 8 + proficiency bonus + Cha) or be frightened for 1 minute. The target may repeat this save each turn, but has disadvantage on the roll if the quasit is within line of sight.
Greater Magic. a Quasit cast invisibility once per short rest, rather than once per long rest. At 10th level, the Quasit may use this ability at will.
Fiend. Quasit are treated as fiends by all magical effects
Languages. Quasit speak Common, and Abyssal

Pseudo Dragon[edit]

Ability Score Increase. +1 Strength or +1 Constitution
Keen Senses. Pseudo Dragons have advantage of Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. A pseudo dragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 feet, if that creature can understand a language.
Sting. Melee Weapon Attack: reach 5 feet; the Pseudodragon is proficient in this attack. Hit: 1d4 piercing damage, and the target must succeed on a Constitution saving throw (DC 8 + proficiency bonus + Con) or become poisoned for 1 hour.
Non-humanoid Form. Pseudodragons do not have hands. They have no difficulty manipulating items with their mouth, tail, or paws, but if they desire to wield a weapon they must do so using their mouth or tail as a 'hand'.
Dragon. Pseudodragons are treated as dragons by all magical effects
Languages. Pseudo Dragons speak Common, and Draconic

Sprite[edit]

Ability Score Increase. +1 Intelligence
Movement Speed. Your Flying speed is 40 feet
Heart Sight. You touch a creature and magically know the creature's current emotional state. If the target fails a DC (8 + your Charisma modifier + your proficiency bonus) Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Bonus Proficiency. Sprites are proficient in one of the following 3 items of their choice: Longsword, Shortbow, Poisoners kit.
Fey. Sprites are treated as fey, by all magical effects
Languages. Sprites speak Common, Elven and Sylvan

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
0′ 6″ +3d12 5 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors