Inevitability
2015-12-22, 02:11 PM
Familiar Guide
http://www.critical-hits.com/wp-content/uploads/2009/04/arcane_familiars.jpg
Note: Image not mine.
So you want a familiar? Well, congratulations; you've made a good choice. Familiars are a versatile, fun, and useful way to gain some more abilities, and getting one isn't hard. In this guide, I'll be reviewing all possible familiars, as well as some of the strategies they can be part of.
I'll be using the common color-code system.
Great - Some of the best options in the game. Always consider them.
Good - You won't regret those options. Still, picking something else is no disaster.
Reasonable - Not bad, but there's probably something better.
Bad - Do you really need this? A few niche builds might be able to make use of a purple option, but you should probably just avoid them.
Horrible - No. Avoid like you'd avoid a weekly game of FATAL.
Classes that give a familiar:
Bard Giving up one of your magical secrets for a 1st-level spell? Yeah, no. Note that you can be an effective familiar-using bard; you just need to find another way to do it.
Fighter (Eldritch Knight) Not a bad option. Plus, it is arguably possible to cast FF, exchange it for another spell when you level up, and keep the familiar, as long as you prevent it from getting killed.
Rogue (Arcane Trickster) About the same as Eldritch Knight. Note, though, that your familiar is less useful out-of-combat when you're a skillmonkey yourself.
Warlock (Chain) The undisputed best when it comes to familiars. Four new forms with great abilities and a handful of ways to buff them even further? Yes please.
Warlock (Book of Ancient Secrets) Technically, there's a second way for warlocks to get a familiar. You'd probably take this invocation anyway if you were going PotT, so I guess this is a pretty good option.
Wizard The only class that gets Find Familiar on its spell list. Note that conjurers will have a much beefier familiar than other wizards, and might even want to use it as meat shield. Ask your DM if you can find another wizard with Find Familiar in his spellbook, rather than spend your own resources on learning it.
Feats that give a familiar
Magic Initiate More ability-dependent than Ritual Caster, but by picking cantrips without saving throw/attack roll or having decent intelligence this gets much better. Note that you are restricted to the wizard version of this feat.
Ritual Caster Definitely the better of the two feats if you want a familiar. It requires some intelligence or wisdom, though.
List of normal familiars:
Bat Blindsight is the only real selling point here, though if your DM rules Keen Hearing enhances it it becomes better. If the idea of invisible assassins creeps you out for some reason; who am I to stop you?
Cat No real reason to pick this. Its high speed might come in handy sometimes, and in some areas it can easily blend in.
Crab Blindsight that's worse than the bat's and a swim speed worse than the octopus'. No.
Frog More or less the same as a crab. At least you're stealthier.
Hawk Fast flier with great perception. A decent aerial scout.
Lizard Slow, easy to kill, and with bad perception and stealth. Why would anyone want this?
Octopus A great scout for when you're underwater. Note that Ink Cloud isn't an attack, so you can enjoy heavy obscuration (is that a word?) all combat long.
Owl Perhaps the best of all standard familiars. Long-range darkvision, a high flying speed, proficiencies where you need them, and on top of all that they've got Flyby.
Poisonous snake I like it as a downtime form, seeing you can just milk its poison all day long. Taking it on adventures is less interesting, though.
Quipper Blood Frenzy can get that important spell to hit, and it's got a high swim speed. Not bad, though I wouldn't pick it over the octopus in most situations.
Rat I too enjoy fragile scavengers without real merits.
Raven Mimicry makes this perhaps the most versatile of all familiars. Bonus points if you fluff it as a parrot.
Sea horse Because you don't need to have attacks, skill proficiencies, and the ability to breathe air if you want to be a viable familiar. Oh wait, you do.
Spider Is being able to climb webs important to you? If it isn't, forget about this option.
Weasel The stealthiest of all familiars, and a good perception score to go with it.
List of chain pact familiars
Imp A great pick! Three different animal forms, great skill proficiencies, darkvision, invisibility... there's just so much this gives you. Not to mention that depending on your DM, you might be able to harvest the imp's poison.
Pseudodragon This sadly isn't as good as the other improved familiars. Apart from being a flying telepathy beacon, this familiar just can't keep up with the others at higher levels.
Quasit Much like the imp, a very good choice (though I'd say the imp is still better). Remember that Scare doesn't count as an attack, so it can use it without you having to give up your actions.
Sprite A very nice choice. Aside from the obscene stealth modifier, you get to know a creature's alignment and emotions (and arguably, if it's a celestial, fey, or fiend).
What to use your familiar for?
There are a few interesting and creative strategies that can make a familiar very useful.
Death from Above
Get a flying familiar (preferably imp), and have it carry as much acid, alchemist's fire, or rocks covered in contact poison (if imp) you are willing to buy. An imp should be able to carry 45 pounds, a bat or raven 15, an owl 22.5, and a hawk 32.5. A flash of acid weighs a single pound. In other words, by giving your imp a bag filled with acid, then letting him pour the entire bag on whatever poor fellow is below him, you deal up to 90d6 points of damage.
Pros: Lots of damage, little risk to familiar.
Cons: Might count as an attack, DM will probably reduce damage, expensive.
Flight of the Halfling
A halfling or gnome can weigh as little as 37 pounds; eight pounds below an imp's carrying capacity. By having your imp carry you, you gain an effective flight speed of 60 feet.
Pros: It's at-will, resource-free flight available from level 3 on.
Cons: You better hope that imp doesn't get attacked. Taking equipment with you won't be easy either.
Scout
Many familiars have excellent stealth modifiers and special senses/movement modes. This makes them excellent scouts.
Pros: Information on what you're going to face is valuable.
Cons: If anything notices your familiar, it's probably going to die.
Helping Hands Claws/Talons/Tentacles
Your familiar can't attack. It can, however, take the Help action. This trick is especially useful for EK's and AT's.
Pros: Advantage on all of your attacks. Need I say more?
Cons: Melee isn't an ideal place for anything with single-digit HP.
Surprise debuff
Have the sneakiest familiar you can summon sneak up to an enemy, cast a deliberating spell, and attack before the spell can run out. Getting a surprise round is much easier this way. Small issue; your familiar will most likely die.
Pros: Easy surprise round.
Cons: Costs 10 GP.
Break the Economy! (poison)
Summon a poisonous familiar during downtime, and continuously milk its venom (or better, have the ranger/druid do so). Next, sell the venom to whatever interested buyer you can find. If the familiar runs out of poison, recast Find Familiar to turn it into a new form, essentially replenishing its poison. Afterwards, recast Find Familiar to get something more suited to adventuring.
Pros: Easy way of making money, safe.
Cons: Illegal in most areas, finding buyers can be hard
Break the Economy! (armor and weapons) (warlock only)
Summon a sprite and strip it of its armor and weapons. Recast Find Familiar, and repeat. Sell the weapons and armor to any buyers you can find.
Pros: Easy way of making money, safe
Cons: Finding buyers will be very hard
If anyone has any suggestions on how to add to, improve, or correct this guide, please post them!
http://www.critical-hits.com/wp-content/uploads/2009/04/arcane_familiars.jpg
Note: Image not mine.
So you want a familiar? Well, congratulations; you've made a good choice. Familiars are a versatile, fun, and useful way to gain some more abilities, and getting one isn't hard. In this guide, I'll be reviewing all possible familiars, as well as some of the strategies they can be part of.
I'll be using the common color-code system.
Great - Some of the best options in the game. Always consider them.
Good - You won't regret those options. Still, picking something else is no disaster.
Reasonable - Not bad, but there's probably something better.
Bad - Do you really need this? A few niche builds might be able to make use of a purple option, but you should probably just avoid them.
Horrible - No. Avoid like you'd avoid a weekly game of FATAL.
Classes that give a familiar:
Bard Giving up one of your magical secrets for a 1st-level spell? Yeah, no. Note that you can be an effective familiar-using bard; you just need to find another way to do it.
Fighter (Eldritch Knight) Not a bad option. Plus, it is arguably possible to cast FF, exchange it for another spell when you level up, and keep the familiar, as long as you prevent it from getting killed.
Rogue (Arcane Trickster) About the same as Eldritch Knight. Note, though, that your familiar is less useful out-of-combat when you're a skillmonkey yourself.
Warlock (Chain) The undisputed best when it comes to familiars. Four new forms with great abilities and a handful of ways to buff them even further? Yes please.
Warlock (Book of Ancient Secrets) Technically, there's a second way for warlocks to get a familiar. You'd probably take this invocation anyway if you were going PotT, so I guess this is a pretty good option.
Wizard The only class that gets Find Familiar on its spell list. Note that conjurers will have a much beefier familiar than other wizards, and might even want to use it as meat shield. Ask your DM if you can find another wizard with Find Familiar in his spellbook, rather than spend your own resources on learning it.
Feats that give a familiar
Magic Initiate More ability-dependent than Ritual Caster, but by picking cantrips without saving throw/attack roll or having decent intelligence this gets much better. Note that you are restricted to the wizard version of this feat.
Ritual Caster Definitely the better of the two feats if you want a familiar. It requires some intelligence or wisdom, though.
List of normal familiars:
Bat Blindsight is the only real selling point here, though if your DM rules Keen Hearing enhances it it becomes better. If the idea of invisible assassins creeps you out for some reason; who am I to stop you?
Cat No real reason to pick this. Its high speed might come in handy sometimes, and in some areas it can easily blend in.
Crab Blindsight that's worse than the bat's and a swim speed worse than the octopus'. No.
Frog More or less the same as a crab. At least you're stealthier.
Hawk Fast flier with great perception. A decent aerial scout.
Lizard Slow, easy to kill, and with bad perception and stealth. Why would anyone want this?
Octopus A great scout for when you're underwater. Note that Ink Cloud isn't an attack, so you can enjoy heavy obscuration (is that a word?) all combat long.
Owl Perhaps the best of all standard familiars. Long-range darkvision, a high flying speed, proficiencies where you need them, and on top of all that they've got Flyby.
Poisonous snake I like it as a downtime form, seeing you can just milk its poison all day long. Taking it on adventures is less interesting, though.
Quipper Blood Frenzy can get that important spell to hit, and it's got a high swim speed. Not bad, though I wouldn't pick it over the octopus in most situations.
Rat I too enjoy fragile scavengers without real merits.
Raven Mimicry makes this perhaps the most versatile of all familiars. Bonus points if you fluff it as a parrot.
Sea horse Because you don't need to have attacks, skill proficiencies, and the ability to breathe air if you want to be a viable familiar. Oh wait, you do.
Spider Is being able to climb webs important to you? If it isn't, forget about this option.
Weasel The stealthiest of all familiars, and a good perception score to go with it.
List of chain pact familiars
Imp A great pick! Three different animal forms, great skill proficiencies, darkvision, invisibility... there's just so much this gives you. Not to mention that depending on your DM, you might be able to harvest the imp's poison.
Pseudodragon This sadly isn't as good as the other improved familiars. Apart from being a flying telepathy beacon, this familiar just can't keep up with the others at higher levels.
Quasit Much like the imp, a very good choice (though I'd say the imp is still better). Remember that Scare doesn't count as an attack, so it can use it without you having to give up your actions.
Sprite A very nice choice. Aside from the obscene stealth modifier, you get to know a creature's alignment and emotions (and arguably, if it's a celestial, fey, or fiend).
What to use your familiar for?
There are a few interesting and creative strategies that can make a familiar very useful.
Death from Above
Get a flying familiar (preferably imp), and have it carry as much acid, alchemist's fire, or rocks covered in contact poison (if imp) you are willing to buy. An imp should be able to carry 45 pounds, a bat or raven 15, an owl 22.5, and a hawk 32.5. A flash of acid weighs a single pound. In other words, by giving your imp a bag filled with acid, then letting him pour the entire bag on whatever poor fellow is below him, you deal up to 90d6 points of damage.
Pros: Lots of damage, little risk to familiar.
Cons: Might count as an attack, DM will probably reduce damage, expensive.
Flight of the Halfling
A halfling or gnome can weigh as little as 37 pounds; eight pounds below an imp's carrying capacity. By having your imp carry you, you gain an effective flight speed of 60 feet.
Pros: It's at-will, resource-free flight available from level 3 on.
Cons: You better hope that imp doesn't get attacked. Taking equipment with you won't be easy either.
Scout
Many familiars have excellent stealth modifiers and special senses/movement modes. This makes them excellent scouts.
Pros: Information on what you're going to face is valuable.
Cons: If anything notices your familiar, it's probably going to die.
Helping Hands Claws/Talons/Tentacles
Your familiar can't attack. It can, however, take the Help action. This trick is especially useful for EK's and AT's.
Pros: Advantage on all of your attacks. Need I say more?
Cons: Melee isn't an ideal place for anything with single-digit HP.
Surprise debuff
Have the sneakiest familiar you can summon sneak up to an enemy, cast a deliberating spell, and attack before the spell can run out. Getting a surprise round is much easier this way. Small issue; your familiar will most likely die.
Pros: Easy surprise round.
Cons: Costs 10 GP.
Break the Economy! (poison)
Summon a poisonous familiar during downtime, and continuously milk its venom (or better, have the ranger/druid do so). Next, sell the venom to whatever interested buyer you can find. If the familiar runs out of poison, recast Find Familiar to turn it into a new form, essentially replenishing its poison. Afterwards, recast Find Familiar to get something more suited to adventuring.
Pros: Easy way of making money, safe.
Cons: Illegal in most areas, finding buyers can be hard
Break the Economy! (armor and weapons) (warlock only)
Summon a sprite and strip it of its armor and weapons. Recast Find Familiar, and repeat. Sell the weapons and armor to any buyers you can find.
Pros: Easy way of making money, safe
Cons: Finding buyers will be very hard
If anyone has any suggestions on how to add to, improve, or correct this guide, please post them!