HomeBrew-Permanent Familiars

Familiar/companion changes
  You can use the current 5e rules or have a single familiar that has special attributes as defined below (and gets stronger over time)
  They familiar gains hp = ½ the casters HP (not counting temporary HP), rounded down.
The familiar increase HP as the caster does.
  If the caster chooses to bond with the familiar the caster will gain those HP (those new HP do not increase the familiar's HP) as long as the familiar is alive, and will lose that many permanent HP if it dies (can only be restored with a restoration spell).
  The familiar uses the caster’s proficiency bonus for attacks, saves, and skill checks.
  The familiar has the EVASION ability.
  When subjected to an attack that normally allows a Dexterity saving throw for ½ damage, the familiar takes no damage if it makes a successful saving throw, and ½ damage even if it fails the saving throw.
  The caster can send the familiar to a pocket dimension at any time, but can only bring the familiar back during a long rest.
  The familiar is Telepathic with the caster up to 1m and the caster can cast from the familiar.
  The familiar’s AC is never worse than 15
Its movement speed is:
If it flies 60” If it walks 40” If it walks 40”
  They familiars get two boons at 1st level (one based on type and one from below), they can another at 4th, 7th, 10th, 13th, 16th, and 19th
  Extra boons to choose from:
 
  • Darkvision 120ft
  • Truesight 10ft, 2/day
  • Invisibility 1h 3/day
  • Fly by/Dart by (move past without giving risk of opportunity attack)
  • Self polymorph 3/day
  • Advantage on Perception Check for familiar and caster (when the familiar is present)
  • Advantage on Stealth Checks
  • +2 AC
  • Superior familiar – it has +1 on all stats and proficiency bonus
  • Tough familiar - +2 hp / caster level
  • Familiar can Hide as a bonus action (even in plain sight)
Type
Guide, Generic