Familiars are companions where both the caster and the familiar benefit from the process. Familiars become enhanced version of the creature they start out as. The caster gains a companion with some unique abilities and one boost of some sort based on the familiar they attract.
The bond works both ways. Familiars can decide to leave their caster at any time. This is a very rare situation and only occurs when a caster treats their familiar poorly. When either the familiar or the caster die, it has grievous effects on the other creature in the pact.
Create the Familiar Race
1. Pick a Creature Origin
Select your creature origin from the list below from before you became awakened.
Your choice will affect your starting Ability Score Increase, your speed, and other related traits. These are covered in the next section.
See the Create Origin Section for details.
2. Add in the Pseudo racial Ability Scores
All familiars add 1 to their intelligence score
In addition, instead of having a sub-race ability score increase, pick one of the traits below that best exemplifies your familiar.
- Strong: +2 Strength, and proficiency in Strength saves
- Fast: +2 Dexterity, and proficiency in Dexterity saves
- Tough: +2 Constitution, and proficiency in Constitution saves
- Smart: +2 Intelligence, and proficiency in Intelligence saves
- Wise: +2 Wisdom, and proficiency in Wisdom saves
- Influential: +2 Charisma, and proficiency in Charisma saves
3. Determine Ability Scores with Point Buy System
The method described here allows you to build a character with a set of ability scores you choose individually. You have 20 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 16 is the highest ability score you can end up with, before racial increases. You can’t have a score lower than 3. I left 18 on the table just to show the cost of it.
Score | Cost | Score | Cost |
7 | -1 | 13 | 5 |
8 | 0 | 14 | 7 |
9 | 1 | 15 | 9 |
10 | 2 | 16 | 12 |
11 | 3 | 17 | 15 |
12 | 4 | 18 | 19 |
4. Size
Familiars are small or tiny in the case of Insectumformes. Look at the Effects of Size section for the effects for the familiar.
5. Languages
Familiars can speak the same language as their master.
At 1st level you begin with two features from the Recommended Diverse Features list. In addition, you get to pick a single Diverse Feature at both 5th and 10th level if they every achieve those levels. Most will max out at 4th level. You can also choose a Diverse Feature instead of a feat.
Familiars can fill many roles for their owners/masters.
List of backgrounds
Every familiar has a class from a special list of classes below. Currently there are two classes, Export, and Warrior. The Export is a skills rich class, while the Warrior is more of a fighting class. See the Familiar Classes Sections
List of Familiar Classes
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