Familiar Master (5e Class)
From D&D Wiki
Two Beings, One Purpose
A sahuagin scout exits the water, approaching the nearby coastal town, looking for easy victims. A short figure trails him from behind a patch of dune grass. The sahuagin's attention is drawn to a spectral octopus that crawls along the beach toward him. He turns his head. Suddenly, the octopus flies backward at impossible speed, transforming into a long tentacle-whip, gripped by the figure he had not noticed. Before the scout can react, he is lashed with the whip and hopelessly ensnared. He struggles, but cannot escape the whip, and is jerked this way and that. At last, the lashes prove too much, and the sahuagin falls dead. The whip transforms back into an octopus, and the figure kneels down and holds out its finger to its familiar, showing affection for its victory.
Many wizards and warlocks are known for using familiars, spiritual beings brought about by magic rituals that take the form of an ordinary animal. Familiar masters use these familiars as well, but a much more powerful form of one. Their familiars have advanced intelligence, can transform into spiritual weapons, and even change their master's body into the likeness of their own, among other effects.
Creating a Familiar Master
When creating a familiar master, ask yourself, when did you acquire your special familiar? Was it gifted to you as a lesser Pact of the Chain or similar methods? Did you or a caster with whom you associate pursue a more powerful form of familiar? What is your relationship with your familiar? Are the two of you like a pair of close friends, or do you see your familiar as but a servant and treat it as such? Why did you choose the animal you did for your familiar? Most importantly, what is its animal form?
- Quick Build
You can make a familiar master quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the folk hero background. Third, choose two shortswords, a shortbow (with arrows), and a dungeoneer's pack. Finally, choose the cat as your familiar's animal form, and dueling as your Fighting Style.
As a Familiar Master you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Choose any 1
Saving Throws: Dexterity, Intelligence
Skills: Choose any 2 from Acrobatics, Animal Handling, Arcana, Deception, Intimidation, Persuasion, Sleight of Hand, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two shortswords or (b) Any martial melee weapon
- (a) A light crossbow and 20 bolts or (b) A shortbow and 20 arrows
- Studded leather
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 2d8 x 5 in funds.
|1st||+2||Master's Familiar, Fighting Style|
|4th||+2||Ability Score Improvement|
|6th||+3||Familiar Path feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Familiar Path feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Improved Familiar's Weapon|
|14th||+5||Extra Attack, Familiar Path feature|
|15th||+5||Familiar Form improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Familiar Path feature|
|18th||+6||Familiar Form improvement|
|19th||+6||Ability Score Improvement|
You have been gifted with a special kind of familiar. Starting at level 1, you have a familiar that follows the statistics of the Find Familiar spell. However, there are a few differences. The familiar's form can never be changed once you have chosen one. Additionally, it can speak any languages you know, and will refer to you as "master." Its hit points will equal 5, regardless of its animal form, which increases to 10 at level 4, 15 at level 10, and 20 at level 16. Its AC will always equal your own AC + 1. If it dies, rather than permanently disappearing, you can resurrect your familiar with all its memories and all its hit points during a long rest. You also cannot dismiss your familiar permanently, only temporarily.
You adopt a particular style of fighting as your specialty. Starting at level 1, you may choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- While you are wearing armor, you gain a +1 bonus to AC.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at level 2, your familiar gains the ability to transform into a weapon to aid you. As your familiar's action, you can command it to transform into a different weapon that appears in your free hand, depending on its animal form:
- Bat's Fang
- A glaive (1d10 slashing, heavy, reach, two-handed) shaped like two oversized, bony teeth emerging from a bat's mouth.
- Cat's Claw
- A battleaxe (1d8 slashing, versitile (1d10)) shaped like two clawed paws.
- Crab's Vice
- A pair of light hammers (1d4 bludgeoning, light, thrown (range 20/60)) shaped like two pincers. When thrown, you can use a bonus action to return one or both hammers to your hand.
- Frog/Toad's Lick
- A flail (1d8 bludgeoning) shaped like a long, flexible tongue, emerging from a frog's head. It gains the reach and finesse properties.
- Hawk/Eagle's Talon
- A longsword (1d8 slashing, versatile (1d10)) shaped like a curved claw, with the handle shaped like a small bird.
- Lizard's Maw
- A pair of sickles (1d4 slashing, light) shaped like curved fangs.
- Octopus's Arm
- A whip (1d4 slashing, finesse, reach) shaped like a tentacle. When you make an attack with the whip, you can choose to grapple the target (escape DC is equal to 8 + Strength + Proficiency Bonus). Until the creature escapes, following attacks you make can only be to attack the grappled creature with the whip again. You can use a bonus action to release the creature.
- Owl's Beak
- A pike (1d10 piercing, heavy, reach, two-handed) shaped like a giant bird beak, emerging from a small owl's head.
- Quipper's Knash
- A morningstar (1d8 piercing) shaped like a fish's gaping mouth, filled with rows of sharp teeth. It gains the versatile property (1d10).
- Rat's Bite
- A spear (1d6 piercing, thrown (20/60), versatile (1d8)) shaped like a bucked tooth, emerging from a tiny rat's mouth. When thrown, you can use a bonus action to return the spear to your hand. Additionally, the versatile damage increases to 1d10.
- Raven's Peck
- A rapier (1d8 piercing, finesse) shaped like a long, pointed beak, emerging from a small, round bird's head. It gains the versatile property (1d10).
- Sea Horse's Endurance
- A shield (+2 AC) shaped like a giant fin, with a seahorse emblazoned on the front. You can make a melee attack against a creature with the shield. On a hit, you move them 5 feet away from you.
- Snake's Venom
- A dagger (1d4 piercing, finesse, light, thrown (range 20/60)) with two blades mounted next to each other, shaped like two sharp fangs, emerging from a single small snake head. Whenever you make an attack with this dagger, the target must succeed on a Constitution saving throw (DC is equal to 8 + choice of Dexterity or Strength + Proficiency Bonus) or become Poisoned. The target can repeat its saving throw at the end of each of its turns, ending the effect on a success. Additionally, when thrown, you can use a bonus action to return the dagger to your hand.
- Spider's Web
- A net (special, thrown (range 5/15)) shaped like a circular cobweb. If the net is escaped or destroyed, it is returned to your hand. If destroyed and returned to the hand in this way, the net regains half its hit points. You can also recall the net to your hand as a bonus action.
- Weasel's Jaw
- A war pick (1d8 piercing) shaped like two oversized teeth emerging from a weasel's mouth. It gains the versatile property (1d10).
While transformed into a weapon, your familiar cannot take actions, reactions, or bonus actions, except an action to turn back to its animal form, at your command. It also cannot be targeted by attacks. If you land 5 successful attacks with the weapon, it automatically transforms back at the end of the 5th attack. Your familiar cannot transform into a weapon if it is dismissed, killed, or if you are in your familiar form (see below). When you turn it back to its animal form, you cannot take bonus actions until the start of your next turn. All damages dealt by these weapons are considered magical for the purposes of overcoming resistances and immunities. Once you transform your familiar's weapon back to its animal form, you must wait 2 minutes before you can transform it back to a weapon.
When you reach 3rd level, you must choose between Elemental Familiar, Wild Familiar, and Arcane Familiar, all detailed below. Your chosen familiar path grants you new features at level 3, 6, 10, 14, and 17.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at level 5, you may take the Attack action twice on your turn. At level 14, you may take it 3 times.
Your stronger bond with your familiar has increased its magical abilities. Starting at level 7, the range of you and your familiar's telepathy increases to 150 feet. Additionally, when you choose to tap into its senses, you can choose only sight or hearing, and you only become blind or deaf, respectively.
You and your familiar gain the ability to become one. Starting at level 9, as an action, you can transform, along with all your worn or carried equipment, into your familiar's chosen animal form, retaining your Intelligence, Wisdom, and Charisma scores and your hit points. You control the body, retaining all your memories and personality, but you can still converse with your familiar from within your own mind. In familiar form, your familiar cannot take actions, reactions, or bonus actions, and cannot be targeted by attacks. You also cannot speak. You cannot enter it if your familiar is farther than 150 feet away from you, in weapon form (see above), dismissed, or killed. If you are knocked unconscious or killed, after 5 minutes have passed, or if you expend an action to do so, you and your familiar return to your true forms. You regain the ability to make this transformation after you complete a short or long rest.
At level 15, this ability improves. Depending on your familiar's form, your familiar form changes to a giant bat, a giant cat (lion), a giant crab, a giant frog/toad, a giant eagle/hawk, a giant lizard, a giant octopus, a giant owl, a giant snake, a giant quipper (reef shark), a giant rat, a giant raven (vulture), a giant sea horse, a giant spider, or a giant weasel.
At level 18, this ability further improves. Whenever you are reduced to 0 hit points while in your familiar form, you transform back to your true form at 1 hit point, and your familiar instead drops to 0 hit points. Additionally, the duration of the transformation extends to 10 minutes.
Your familiar's abilities can be passed on to you for a limited time. Starting at level 11, you can call on one of these benefits as a reaction:
- Cat, Frog/Toad, Rat
- Whenever you are targeted by an attack that forces you to make a Dexterity saving throw, you can add double your Dexterity to the roll.
- Bat, Hawk/Eagle, Owl, Raven
- Whenever you begin falling, you can take half the fall damage, as if you were resistant, and avoid being knocked Prone.
- Octopus, Quipper, Sea Horse
- Whenever you make an attack underwater, you can make all attacks for the next minute without disadvantage from being there.
- Crab, Lizard, Weasel
- Whenever you make a melee attack that uses Strength or make a Strength saving throw, you can make it at advantage.
- Snake, Spider
- Whenever you are Poisoned, you can automatically end the condition.
You cannot activate your spirit animal feature if you are in familiar form. Once you use your spirit animal feature, you can't use it again until you complete a long rest.
Improved Familiar's Weapon
Your bond with your familiar can transcend it to a more powerful weapon. Starting at level 13, whenever you make an attack with your familiar's weapon, you roll double the damage dice during the damage step. Additionally, you can make 10 successful attacks with the weapon before your familiar changes back to its animal form.
You and your familiar have become an unstoppable force. Starting at level 20, whenever you make an attack with your familiar's weapon, you can expend one use of your spirit animal feature to make two attacks with the weapon as a reaction. Additionally, whenever you activate your spirit animal feature, you regain 1d10 + 20 hit points (this does not activate when you make extra attacks with familiar's weapon).
Elemental familiars, in addition to a chosen animal, take a chosen element. Both the master and the familiar can use this element to empower their attacks.
- Element Attack
Your familiar's elemental powers begin to unlock. Starting at level 3, you must choose an element from fire, ice, lightning, acid, poison, or thunder. You may change your chosen element during a long rest. Your familiar can use its action to cast a cantrip, depending on its element: Fire Bolt (fire), Ray of Frost (ice), Shocking Grasp (lightning), Acid Splash (acid), Poison Spray (poison), or Thunderclap (thunder). Intelligence is your spellcasting modifier for it, and you use your own Intelligence rather than your familiar's. Your familiar cannot cast these cantrips if it is in weapon form, you are in familiar form, or it is dismissed or killed.
- Elemental Weapon
Your familiar's element can be applied to its weapon form. Starting at level 6, whenever you make an attack with your familiar's weapon, you deal 1d6 additional damage of your chosen element. At level 14, this increases to 2d6. At level 15, this damage is applied to attacks you make while in familiar form as well.
- Flow of the Elements
You have begun to feel the ebb of elements around you, and you can shroud yourself from them. Starting at level 10, you can cast Absorb Elements once, requiring no components, as long as your familiar is within your telepathy range, you are not in familiar form, and it is not dismissed or killed. Intelligence is your spellcasting modifier for it, and you use your own Intelligence rather than your familiar's. The type of damage you receive and inflict does not have to be your chosen element. You regain the ability to activate this feature once you complete a long rest.
- Elements' Gift
Your elemental manipulations can be used to strengthen yourself. Starting at level 14, if you are targeted by an attack that deals damage of your chosen element, you can expend 1 use of your flow of the elements to inflict no extra damage on your next attack, receive no damage, and instead regain hit points equal to half the damage you would have taken. If the attack that hits you deals multiple types of damage, you only take no damage and heal from your chosen element's damage type.
- Elemental Outburst
Your familiar can now inflict much larger damages with the elements. Starting at level 17, your familiar can use its action to cast Cone of Cold once, requiring no components; however, the damage type is changed to that of your chosen element. Intelligence is your spellcasting modifier for it, and you use your own Intelligence instead of your familiar's. Your familiar cannot cast the spell if it is in weapon form, you are in familiar form, or it is dismissed or killed. You regain the ability to activate this feature once you complete a long rest.
Wild familiars focus on their animistic abilities. They can land fierce attacks, and empower their masters with beastlike fury.
- Beast's Fury
Your familiar begins to develop natural weapons. Starting at level 3, your familiar can use its action to make a melee attack against a creature. On a hit, this attack deals 1d8 + your Strength modifier, rather than your familiar's, piercing (bat, frog/toad, lizard, snake, quipper, rat, spider, weasel), slashing (cat, hawk/eagle, owl, raven), or bludgeoning (crab, octopus, sea horse) damage. These damages are counted as magical for the purposes of overcoming resistances and immunities. You familiar cannot make these attacks if it is in weapon form, you are in familiar form, or it is dismissed or killed.
- Wild Movement
Your familiar's beastlike nature begins to shine on you. Starting at level 6, your base movement speed increases by 10 feet. You must not be wearing heavy armor to receive this benefit.
- Animistic Voracity
Your familiar's attacks grow stronger. Starting at level 10, your familiar may make two attacks with beast's fury. At level 17, this increases to three attacks.
- Fortitude of the Wild
Your bond with your familiar empowers you in the toughest moments. Starting at level 14, you can activate your spirit animal feature twice before needing rest.
- Cry of the Beast
Your familiar can now let loose a mighty call. Starting at level 17, your familiar may use its action to release a powerful roar. Every creature that can hear it in a 60-foot sphere centered on it must make a DC 18 Wisdom saving throw. On a failed save, a creature is Frightened. Every creature affected can repeat the saving throw at the end of each of its turns, ending the effect on a success. You regain the ability to activate this feature once you complete a long rest.
Arcane familiars use raw magic to empower or attack. They can combine their natural abilities with deadly spell-like features.
- Arcane Ray
Your familiar is empowered with a simple magic attack. Starting at level 3, your familiar can use its action to make a ranged spell attack with a range of 120 feet. On a hit, the target of the attack takes 1d10 force damage. If used at melee range (5 feet), the attack deals instead 2d6 force damage. These attacks are treated like spells and use your Intelligence rather than your familiar's Intelligence, as a spellcasting modifier. At level 10, these damages increase to 2d10 and 4d6, and again at level 17, to 3d10 and 5d6.
- Healing Touch
Your familiar gains a well of arcane healing. Starting at level 6, as your familiar's action, it can cast Cure Wounds a number of times equal to your Intelligence modifier rather than the familiar's Intelligence, with your Intelligence as your spellcasting modifier for it. Your familiar can cast the spell on itself as well as anyone you instruct it to. You regain the ability to activate this feature after you complete a long rest.
- Weapon Arcana
Your familiar's weapon form gains stronger innate magic. Starting at level 10, whenever you make an attack with your familiar's weapon and you have not made 4 (9 at level 13 and up) successful attacks with it, you can choose to extend the range of the attack to 50 feet if it is not thrown, and if it is thrown, you may attack at the longer range without disadvantage. If you hit with the weapon from this range, the target takes an additional 1d12 force damage. Executing this attack automatically transforms your familiar back to its animal form. You regain the ability to activate this feature after you complete a long rest.
- Spirit Magic
Your bond with your familiar produces new arcane abilities that you can inherit. Starting at level 14, when you activate your spirit animal feature, you can choose to cast Shield (under the specified conditions of the spell) instead.
You can unleash the magic of your familiar's animal form on others. Starting at level 17, you can expend 1 transformation into your familiar form and transform 1 creature of your choice into that form instead of yourself. An unwilling creature may make an Intelligence saving throw (DC is equal to 8 + Intelligence + Proficiency Bonus), avoiding the effect on a success. The creature gains all benefits of your familiar form, except the ability to survive on 1 hit point at level 18.
Prerequisites. To qualify for multiclassing into the familiar master class, you must meet these prerequisites: Strength 15