Familiars Revised Spell in Adventure Brunch | World Anvil
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Familiars Revised

Our Familiars Are Different

When I think of magic one of my first thoughts is familiars. Familiar in mythology are spirits or "animal guides" in various cultures. They were believed to be supernatural entities that would assist witches and the “cunning folk” in their practice of magic. The familiars of D&D never felt to me like what I thought familiars should be so since I can I revised them. Here are my revisions:   Revised Find Familiar (See Side Panel)
  1. You don’t just summon one and poof. You have to gather specific materials and summon a specific one from a specific type that would be inclined to help you.
  2. Your reputation amongst the denizens of the type of familiar you summon can greatly affect what you can summon and thusly greatly increase the later abilities. Higher level familiars may have additional abilities
  3. First and foremost my familiars after summoning need to be bonded with. They are not unflinching servants who serve masters regardless of how they are treated.
  4. They need to be bonded to and treated well or there will be consequences.
  5. My familiars are spirits that know things, have a purpose, have alliances, and reward their partners for help in forwarding agendas that matter to them in a variety of ways. 
  6. They grow in power and are powerful magical assets over time and well treatment.
  Level #0 - Find Familiar (See Side Panel)
They can keep you company, can complete simple tasks at your behest, and could generate quests based on the familiars type. They may not if not treated in a way they accept.
  Level #1 - Find Greater Familiar
Can poly morph in to CR 0 creatures that they don’t feel beneath them and have spent time around. Awakened Shrub, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Frog, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lemure, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Sea Horse, Shrieker, Spider, Vulture, Weasel, & tbd the familiar might like a particular form.
  Level #2 - Alpha Familiar
For anyone that can cast this ritual the familiar can teach you things it knows may it be professions, cantrips, or spells. The familiar can take the form of a commoner they have spent time with. For Wizard and Warlocks The above is true AND the familiar can cast 1 cantrip and 1 spell on it’s own.
  Level #3 - Giant Familiar (Ritual)
The familiar can take an action to temporarily turn into the apex of it’s form (and is a glass cannon). It can attack with it’s max spells on it’s turn for a single encounter. It will most likely need to stay stationary for the encounter or have very little movement to keep this form. After the encounter the familiar will poof into its pocket dimension and recover it’s exhaustion. It can not be re-summoned until the next day

Revised Find Familiars

1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 ft
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier + special components)
Duration: Instantaneous
  You gain the opportunity to bind the service of a familiar after negotiating terms and proper sacrifices. The familiar appears in an unoccupied space within range, and has the statistics of it’s chosen form.
  • Your familiar acts independently of you. If treated well it will fulfill your requests. In combat, it takes it’s action on your turn but you do not lose your turn. Other than for wizards or a warlock of the chain a familiar can't attack outright, but it can take other actions as normal.
  • If the familiar drops to 0 Hit Points and is destroyed it disappears, leaving behind no physical form it no longer exists in your plan. It cannot be resummoned for 1 week later (while reconstituting on it’s native plane) through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. Once the week has passed you may resummon the familiar through the ritual at your earliest convenience.
  • Once Bonded while your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
  • As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time.
  • Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

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