Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more.
When you gain the familiar feat you decide what form it takes and you can change it each time you level up. When you first gain a familiar you may select one of its lesser abilities.
Familiars require 3 days of downtime to replace.
Familiars cannot benefit from or give flanking rules
A familiar has the following stats
A familiar has a score for its defence, atheletics, perception, acrobatics, athletics and stealth equal to.
10 + your spellcasting modifier, halved(rounded up)
You can communicate with your familiar over a 500m distance and the familiar can move up to 1 kilometer away from you. If he moves any further, the familiar is destroyed.
The familiar can only communicate empathetically, this is a instant form of communication that only transmits general emotion and senses such as danger, and direction. However it is unable to communicate more precisely or complexly in any way that requires words.
A familiar has a speed of 25ft and is considered small
A familiar has a level considered equal to yours
A familiar has HP equal to 3 x your spellcaster level.
You can spend 1 to command your familiar the equivalent of 2 actions. A familiar can also do basic actions without your command such as move over there, stay at this place, go ahead x ft away from me etc. A familiar is able to use its hands to do basic, non complex actions such as press a button. It can only carry up to .5 Kg worth of materials so actions such as opening chests are impossible
Speech: You can now speak to the familiar uwhen in audio range, this does nor allow for telepathic
Flight: Your familiar gains flight speed equal to its movement speed
Incredible Speed:
Amphibious: It can now swim and dive under water at speed equal to its movement speed
Fast: It’s movement speed becomes 30ft
Tough: Gain extra 2HP per level
Strong: Increase its carrying weight to 5Kg
Echolocation: Gains 30ft of echolocation
Scent: Gain +5 bonus to the familiar perception checks which scent can be used
Darkvision: It gains darkvision of 50ft
Distractor: It can benefit and grant flanking rules
Striker: It can make a basic melee attack for 1 action, doing 1D6 piercing damage + your half spell attack roll, using your spell attack roll for hit
Burrower: It gains 5ft of burrow speed.
Evasion: Your familiar gains a +1 to defence and cannot be targeted by attacks of opportunity
Armored: Your familiar gains +2 to armor
Familiar Assistance: Your familiar can assist you in one of the following skills with advantage to a check. You pick it when you select the feature:
1. Medicine
2. Herbalism
3. Tinkering
4. Black Powder
5. Alchemy
6. Poison
Familiar’s Bolstering; When you target an enemy with a spell and it hits or they F/CF, your familiar can move to the target as a part of the command action and do force damage equal to half your level. When you target an ally with a spell, your familiar can likewise do the same, but instead grant them Ward +2 for one turn,
Familiar Mark: Your familiar gains the mark familiar action. Which allows it to target an enemy within 20ft. Your ranged spell attacks gain a +3 to hit vs those affected by it.
Familiar Telepathy: You can communicate telepathically with your familiar now, and you thus automatically can the Speech Lesser ability. If you already have it, pick another
Familiar Vision: You can see through your familiar’s eyes and senses. You gain a -15 to your passive perception when in this state.
Familiar Teleport: Your familiar can teleport 80ft as an action
Familiar Cache: You can summon and unsummon you familiar at will
Familiar Link: You can replace your familiar in a long rest
Familiar’s Sacrifice: You can sacrifice your familiar to grant yourself 50% of its HP
Familiar Delivery: If your familiar is within 30ft of you, you can use it as the point in which to cast the spells from.
Familiar Recall: if your familiar falls below 10hp, you can instantly teleport it back to you
Linked Shielding: At the start of your turn, if your familiar is within 10ft of you, it grants you Ward +1 and reduces the next incoming damage by 2D8.
Linked Reserve: You gain an additional familiar. You can only have on familiar up at a time and this extra follows the same rules as your familiar
Linked Slots: Your familiar can hold up 3 levels worth of spell slots
Linked Kindling: You can destroy your familiar as a free action which grants your next damage spell casted in the same turn to roll 50%(round up) more dice.
Linked Sustain: Your familiar can do the sustain 1 action for you if you command it that turn