Showing posts with label Familiar Feats. Show all posts
Showing posts with label Familiar Feats. Show all posts

Saturday, October 28, 2017

General Rules - Familiar Feats

Familiar Feats

This is a list of familiar feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Bonded Familiar
-
Must have a familiar as a class featureYour bond with your familiar grants it special abilities
Combat Familiar
-
Arcane caster level 1st+, must have a familiar as a class featureYour familiar is skilled in delivering attack spells
Construct Familiar
-
Must have a familiar as a class featureYour familiar is a construct rather than a living being
Energy Familiar
SoE
Must have a familiar as a class feature, arcane caster level 12th+, ability to cast three arcane spells from the energy construct disciplineYour familiar is made of force energy
Enhanced Companion
D&D Wiki
Handle Animal 1+ ranksYour animal companion, dark ally, familiar, fiendish servant, or special mount gains enhanced AC
Enhanced Familiar
PoM
Must have a familiar as a class featureYour familiar is more powerful than usual for your level
Enspell Familiar
-
Must have a familiar as a class featureYou can cast spells on your familiar over a distance
Extra Familiar
-
Must have a familiar as a class featureYou have an additional familiar
Improved Familiar
-
Ability to acquire a new familiar, compatible alignment, sufficiently high levelYou can acquire a new familiar from the improved familiar list
Lurking Familiar
-
Combat Familiar, arcane caster level 6th+, must have a familiar as a class featureYour familiar hides within the folds of your robe or takes cover behind you
Obtain Familiar
-
Arcane caster level 3rd+, Knowledge: Arcane 4+ ranksYou gain a familiar
Shadow Familiar
SoI
Arcane caster level 1sy+, must have a familiar as a class featureYour familiar gains the ability to shadow walk three times per day
Spell-Linked Familiar
-
Arcane caster level 9th+, must have a familiar as a class featureYou can grant your familiar the ability to cast some of your spells
Superior Familiar
PoM
Must have a familiar as a class featureYour familiar gains a feat
Undead Familiar
-
Must have a familiar as a class featureYour familiar is an undead creature

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Tuesday, January 4, 2011

General Rules: Feats - Enhanced Familiar

Enhanced Familiar [Familiar, General] (adapted from Path of Magic)
The bond between you and your familiar is so powerful that it enhances the familiar's abilities.
  Prerequisites: Must have a familiar as a class feature.
  Benefits: For the purpose of determining your familiar's abilities, you are treated as if you are two levels higher in the class that gives you the summon familiar ability than your actual level in that class. This ability only applies once, no matter how many classes you have that grant you the summon familiar ability.
  Benefits: You can take this feat multiple times and its benefits stack.

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General Rules: Feats - Energy Familiar

Energy Familiar [Familiar, General] (adapted from School of Evocation)
Your familiar is now composed of force energy and is immune to most forms of harm.
  Prerequisites: Must have a familiar as a class feature, arcane caster level 12tht+, ability to cast three arcane spells from the energy construct discipline.
  Benefits: Your familiar is now immune to most forms of harm. Your familiar is vulnerable to the same things that can destroy a wall of force spell, and is considered to be a 9th level spell cast by you at your current level for purposes of suppression or dispelling. If your familiar is dispelled, it dies.

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General Rules: Feats - Enhanced Companion

Enhanced Companion [General] (from the D&D Wiki)
Your animal companions are energized by your presence.
   Prerequisite: Handle Animal 1+ ranks.
   Benefit: You form a special bond with your companion. When it is within 60 feet of you, it gains a +2 Dodge bonus to its Armor Class.
   Special: The effects of this feat apply to animal companions, dark allies, familiars, fiendish servants, and special mounts.

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General Rules: Feats - Undead Familiar

Undead Familiar [Familiar, General]
Your familiar is an undead creature.
  Prerequisites: Must have a familiar as a class feature.
  Benefit: Rather than a living creature, your familiar is an undead version of a normal animal. Pick a standard familiar and apply the bone or corpse creature template to your new familiar. See the Monster Manual for undead special qualities. You cannot convert an existing non-undead familiar to an undead familiar by taking this feat, although if your familiar is slain and you have this feat, you can reanimate your dead familiar with a create undead spell. Undead familiars tend to be associated with characters of evil alignment, particularly necromancers.

Undead familiars can be turned or rebuked. Use the familiar's effective Hit Dice for the purposes of turning or rebuking. A familiar fleeing or cowering as the result of a successful turn cannot obey commands from the master (any more than it could while fear-struck or paralyzed). Raising a destroyed undead familiar brings it back as a living creature.

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General Rules: Feats - Spell-Linked Familiar

Spell-Linked Familiar [Familiar, General]
You and your familiar can share spell energy, allowing your familiar to cast a limited number of spells each day.
  Prerequisites: Arcane caster level 9th+, must have a familiar as a class feature.
  Benefit: Your familiar can cast spells that you grant to it. A familiar gains spells based on your arcane caster level, and any spells granted to your familiar are subtracted from your daily allotment. The maximum number of spells of a certain level that you can grant to your familiar is given on the table below. The familiar uses ½ your caster level as its caster level. It cannot cast spells that have a shilling or experience point cost, or that require a focus. A familiar does not need somatic, material, or verbal components to cast a spell that was granted to it by this feat.
Caster
Spell Level
Level
0
1
2
9th-11th
1
-
-
12th-14th
2
1
-
15th-17th
3
2
1
18th-20th
4
3
2

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General Rules: Feats - Obtain Familiar

Obtain Familiar [Familiar, General]
You gain a familiar.
  Prerequisites: Arcane caster level 3rd+, Knowledge: Arcane 4+ ranks.
  Benefit: You can obtain a familiar in the same manner as a sorcerer or generalist wizard. As with a sorcerer or generalist wizard, obtaining a familiar takes 24 hours and uses up magic material worth 100 shillings. For the purpose of determining familiar abilities that depend upon your arcane caster level, your levels in all classes that allow you to cast arcane spells stack.

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General Rules: Feats - Lurking Familiar

Lurking Familiar [Familiar, General]
Your familiar hides within the folds of your robe or takes cover behind you as your opponents close in. When it moves to attack, its sudden appearance might catch your opponent by surprise.
  Prerequisites: Combat Familiar, arcane caster level 6th+, must have a familiar as a class feature.
  Benefit: If your familiar occupies your square, it gains cover against all attacks. As a consequence, it can make a Hide check to avoid your foe's notice. If your familiar then leaves your space to attack an opponent, it gains the normal benefits of attacking from a hidden position.

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General Rules: Feats - Improved Familiar

Improved Familiar [Familiar, General]
You can acquire a new familiar from the improved familiar list, but only when you could normally acquire a new familiar.
  Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level and base attack bonus (see below).
  Benefit: When choosing a familiar, the spell-caster may choose from the creatures listed on the Improved Familiar table. The spell-caster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). The master's alignment is not the only possible categorization, some familiars are only available to a character of the appropriate type or subtype. Improved familiars otherwise use the normal rules for familiars with two exceptions: If the creature's type is often something other than animal. If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

Improved Familiar
Source
Alignment
Arcane Spellcaster Level
Special
Air elemental, small1
MM
Air
5th
-
Anarchic2
MotP
Chaotic only
3rd
-
Axiomatic3
MotP
Lawful only
3rd
Baboon
MM
-
5th
Master gains a +3 bonus on Intimidate checks
Bat swarm
D329
-
5th
-
Bear, black
MM
-
5th
Master gains a +2 bonus on Fortitude saves
Beguiler
ShSo
Neutral
7th
-
Beholderkin, eyeball
MosF
Neutral Evil
5th
-
Blade Guardian
CW
-
11th
-
Blink dog
MM
Lawful Good
7th, +5 BAB
-
Bloodmote cloud
D329
Neutral Evil
13th
-
Bone rat swarm
D329
Evil
9th
-
Brood keeper larva swarm
D329
Neutral
19th
-
Boar
MM
-
5th
Master gains a +3 bonus on Survival checks
Bookworm
S&S
-
3rd
Master gains Spell Mastery
Cat, tressym
FRCS
Chaotic Good
5th
-
Celestial4
MM
Good only
3rd
-
Celestial piper
S&S
Lawful Good
5th
Master gains a +2 bonus on Perform checks and one other Charisma-based skill of the master's choosing
Centipede swarm
D329
Neutral
9th
-
Choleric imp
D338
Neutral Evil only
7th
-
Clockbug
S&S
-
5th
Master gains a +2 bonus on Reflex saves and the duration of all spells the master casts is calculated as if the master were one level higher
Clockwork mender
MM4
Lawful only
5th
-
Copper asp
D341
-
3rd
-
Corpse rat swarm
D329
Evil
5th
-
Crocodile
MM
-
5th
Master gains a +3 bonus on Swim checks
Crystal cat
D341
-
5th
-
Deathfang
RoF
Neutral Evil
9th
-
Deremole
S&S
-
3rd
Master gains Improved Initiative
Dire bat
MM
-
5th
Master gains a +3 bonus on Listen checks
Dire rat
MM
-
3rd
Master gains a +2 bonus on Fortitude saves. Huge spellcasters may select dire rat familiars without the need for the Improved Familiar feat
Dire weasel
MM
-
5th
Master gains a +2 bonus to Reflex saves
Dog, dwarf hound
CC
-
5th
Master gains a +3 bonus on Listen checks
Dog, Elizonian battle
CC
-
3rd
Master gains a +3 bonus on Listen checks
Dread bloom swarm
D329
Neutral
13th
-
Dust devil
S&S
Air
5th
-
Eagle
MM
-
3rd
Master gains a +3 bonus on Spot checks. Huge spellcasters may select eagle familiars without the need for the Improved Familiar feat
Earth elemental, small5
MM
Earth
5th
-
Eel, reef5
CoFP
-
2nd
Master gains a +3 bonus on Swim checks.
Ephemeral swarm
D329
Evil
11th
-
Erudite owl
D341
-
7th
-
Fiendish6
MM
Evil only
3rd
Fire archon
S&S
Fire
5th
-
Fire bat
MM2
Neutral Evil
15th
-
Fire elemental, small7
MM
Fire
5th
-
Formian worker
MM
Lawful Neutral
7th
-
Gauntlet guardian
CW
-
9th
-
Gem scarab
MM5
Neutral
5th
-
Ghostball
S&S
Undead
5th
Master gains a +2 bonus on Will saves
Giant lizard
MM
-
5th
Master gains a +3 bonus on Climb checks or +3 hit points. Huge spellcasters may select giant lizard familiars without the need for the Improved Familiar feat
Glass dragonfly
D341
-
5th
-
Grassmane
S&S
Earth
5th
-
Grimoire
MM
-
5th
Master gains Heighten Spell
Hawk, sea
CoFP
-
3rd
Master gains a +3 bonus on Spot checks in open air
Hell hound
MM
Lawful Evil
5th, +5 BAB
Master gains a +2 bonus on Search checks
Hellwasp swarm
D329
Lawful Evil
16th
-
Hippogriff
CW
Neutral
7th, +7 BAB
-
Homunculus8
MM
Undead
7th
-
Howler
CW
Chaotic Evil
7th, +7 BAB
-
Ice weasel
CC
Cold
3rd
Master gains a +2 bonus on Reflex saves
Ice sparrow
S&S
Cold
5th
-
Imp
MM
Lawful Evil
7th
-
Infernal crow
S&S
Evil
5th
Master gains the ability to speak and understand Infernal
Jaculi
SK
Chaotic Evil
5th
-
King cobra
D341
-
3rd
-
Krenshar
CW
Neutral
3rd
-
Lantern archon
MM
Lawful Good
7th
-
Leopard
MM
-
5th
Master gains a +3 bonus on Move Silently checks. Huge spellcasters may select leopard familiars without the need for the Improved Familiar feat
Lightning bug
S&S
Electricity
5th
Master gains electricity resistance 5
Lizard, spitting crawler
SK
Neutral
3rd
-
Locust swarm
D329
Neutral
7th
-
Lynx
RoF
Neutral
3rd
-
Melancholic imp
D338
Neutral Evil only
7th
-
Mephit, air
CS
Air
7th
-
Mephit, dust
CS
Air
7th
-
Mephit, earth
CS
Earth
7th
-
Mephit, fire
CS
Fire
7th
-
Mephit, glass
SS
Neutral
7th
-
Mephit, ice
T&B
Cold or Air
7th
-
Mephit, magma
CS
Fire
7th
-
Mephit, ooze
CS
Water
7th
-
Mephit, salt
CS
Earth
7th
-
Mephit, steam
CS
Fire
7th
-
Mephit, sulfur
SS
Fire
7th
-
Mephit, water
CS
Water
7th
-
Mercurial spider
D341
-
7th
-
Miarrun
SK
Neutral
5th
-
Miser jackal
CC
-
3rd
Master gains a +2 bonus on Sleight of Hand checks
Mist viper
S&S
Undead
5th
Master gains Darkvision with a range of 30 feet
Modron, Messenger Monodrone
D354
Lawful only
5th
-
Modron, Monodrone
D354
Lawful only
5th
-
Monitor lizard
DMG
-
5th
Master gains +3 hit points. Huge spellcasters may select monitor lizard familiars without the need for the Improved Familiar feat
Monstrous centipede, small
CS
Neutral
2nd
-
Monstrous scorpion, small
CS
Neutral
3rd
-
Monstrous spider, small
CS
Neutral
4th
-
Mosquito
S&S
-
3rd
Master gains a +2 bonus on Fortitude saves and a +4 bonus on Fortitude saves against disease
Muckdweller
SK
Lawful Evil
5th
-
Muckler
S&S
Water
5th
-
Needletooth swarm
D329
Neutral
13th
-
Night hunter bat
MosF
Neutral Evil
5th
-
Osquip
RoF
Neutral Evil
5th
-
Owl, great horned (2HD)
D341
-
3rd
-
Owl, medium
MM
-
3rd
Master gains a +3 bonus to Move Silently checks. Huge spellcasters may select Medium owl familiars without the need for the Improved Familiar feat
Paraelemental, ice, small
D347
Air or Cold or Water
5th
-
Paraelemental, magma, small
D347
Earth or Fire
5th
-
Paraelemental, ooze, small
D347
Earth or Water
5th
-
Paraelemental, smoke, small
D347
Air or Fire
5th
-
Phlegmatic imp
D338
Neutral Evil only
7th
-
Plague rat
S&S
Undead
5th
Master gains a +4 bonus on Fortitude saves against disease
Plaguecat
CC
-
5th
Master gains a +2 bonus on Fortitude saves
Pseudodragon
MM
Neutral Good
7th
-
Puppet
S&S
-
5th
Master gains +2 Charisma
Quasit
MM
Chaotic Evil
7th
-
Rat swarm
D329
Neutral
5th
-
Razor hawk
D341
-
3rd
-
Sailsnake
MM4
Neutral
5th
-
Salt Toad
S&S
Earth
5th
Master gains a +2 bonus on Will saves
Salvage rat
D341
-
5th
-
Sanguine imp
D338
Neutral Evil only
7th
-
Scarab
S&S
-
3rd
Master gains a +2 bonus on Reflex saves
Shadow raven
Evil
Any Evil
5th
-
Shimmering swarm
D329
Chaotic Neutral
16th
-
Shocker lizard
MM
Electricity
5th
-
Skeleton, small
MM
Undead
5th
Master gains a +4 bonus on Search checks
Snake, flying
RoF
Neutral
3rd
-
Snake, glacier
SK
Neutral
3rd
-
Snake, medium viper
MM
-
5th
Medium viper, master gains a +3 bonus on Bluff checks or a poison bite attack. Huge spellcasters may select Medium viper familiars without the need for the Improved Familiar feat
Snake, small viper
MM
-
3rd
Small viper, master gains a +2 bonus on Bluff checks
Snake, tree python
SK
Chaotic Evil
3rd
-
Snake, whipsnake
SK
Neutral
3rd
-
Spark guardian
CW
-
7th
-
Spider swarm
D329
Neutral
3rd
-
Starsnake
ShSo
Chaotic Neutral
12th
-
Steambat
S&S
Water
5th
Master gains a +2 bonus on Reflex saves
Stirge
MM
Neutral
5th
-
Swamp strider swarm
D329
-
11th
-
Tirbana eyewing
MM5
Lawful Evil or Lawful Neutral only
5th
-
Vargouille (without kiss)
CS
Neutral Evil
6th
-
Watchspider
CoSp
Chaotic Neutral
3rd
-
Water elemental, small9
MM
Water
5th
-
Winter Wolf
CW
Neutral Evil
7th, +7 BAB
-
Wolf
MM
-
5th
Master gains a +3 bonus on Survival checks
Wolverine
MM
-
5th
Master gains a +2 bonus on Reflex saves. Huge spellcasters may select wolverine familiars without the need for the Improved Familiar feat
Worg
CW
Neutral Evil
3rd, +3 BAB
-
Zombie, small
MM
Undead
5th
Master gains a +4 bonus on Spot checks
1 Or any animal from the standard familiar list with the auran template.
1 Any animal from the standard familiar list with the anarchic template.
3 Any animal from the standard familiar list with the axiomatic template.
4 Any animal from the standard familiar list with the celestial template.
5 Or any animal from the standard familiar list with the terran template.
6 Any animal from the standard familiar list with the fiendish template.
7 Or any animal from the standard familiar list with the ignan template.
8 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.
9 Or any animal from the standard familiar list with the aquan template.

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General Rules: Feats - Construct Familiar

Construct Familiar [Familiar, General]
Your familiar is a construct rather than a living being.
  Prerequisites: Must have a familiar as a class feature.
  Benefit: Rather than a living creature, your familiar is a magical construct, a mechanical creature animated by magic. The arcane spell-caster must still specify a specific animal to call as a familiar but the familiar that appears is a clockwork version of that creature. See the Advanced Bestiary, pages 42-44 for the clockwork creature template. You cannot convert an existing familiar to a construct familiar by taking this feat.

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General Rules: Feats - Combat Familiar

Combat Familiar [Familiar, General]
Your familiar is skilled in delivering attack spells against your foes. It flits past their defenses to discharge its spells without leaving itself vulnerable to attack.
  Prerequisites: Arcane caster level 1st+, must have a familiar as a class feature.
  Benefit: If your familiar holds the charge for a touch spell, it does not provoke an attack of opportunity for entering an opponent's square.

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General Rules: Feats - Bonded Familiar

Bonded Familiar [Familiar, General]
You enjoy a stronger than normal magical bond with your familiar, granting you access to two special abilities.
  Prerequisites: Must have a familiar as a class feature.
  Benefits: As long as your familiar is within 30 feet of you, the two of you can share the damage from a single deadly attack. Once per day, if an attack would drop your familiar to 0 or fewer hit points, you can instead choose to accept that damage. In addition, once per day, your familiar can choose to take damage from a single attack or effect that would reduce you to 0 or fewer hit points. This ability applies only to attacks or effects that deal hit point damage. You or your familiar could not absorb the effect of a spell such as flesh to stone.

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General Rules: Feats - Extra Familiar

Extra Familiar [General]
You have an additional familiar.
   Prerequisite: Must have a familiar as a class feature.
   Benefit: By taking this feat you may have an additional animal familiar. This familiar can be of the same type of animal as your first, or a different type. Existing familiar feats apply to your new familiar (for example, if you have the Construct Familiar feat, the new familiar could be a construct). You gain all of the benefits from both familiars, but identical benefits from multiple familiars do not stack.
   Special: You may take this feat multiple times. Each time this feat is taken, you gain a new familiar.

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General Rules: Feats - Enspell Familiar

Enspell Familiar [General]
You can cast spells on your familiar over a distance.
   Prerequisites: Must have a familiar as a class feature.
   Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells. Any spell you could cast on yourself also affects your familiar so long as it is within one mile of you.
   Normal: The familiar must be within five feet of the caster at the time such a spell is cast to gain the benefit of a shared spell.

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General Rules: Feats - Shadow Familiar

Shadow Familiar [Familiar, General] (adapted from School of Illusion)
Your familiar has been infused with energy from the Shadow Realm and can walk through shadows.
  Prerequisites: Must have a familiar as a class feature, ability to cast 1st-level arcane spells.
  Benefits: Your familiar is capable of using shadow walk up to three times per day, as a sorcerer of your caster level. The familiar may not bring other creatures along when using this ability.

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General Rules: Feats - Superior Familiar

Superior Familiar [Familiar, General] (adapted from Path of Magic)
Your familiar gains a feat.
  Prerequisites: Must have a familiar as a class feature.
  Benefits: Your familiar gains a new feat of its own, provided that it meets the prerequisites, if any, for that feat. This new feat is usable only by the familiar, except insofar as its benefits are transferable to another. Should the familiar permanently die or be dismissed, you can choose a new feat for any replacement familiar.
  Special: You can take this feat multiple times; each time you take this feat, your familiar gains a feat.

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