[top]Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master?s level.
FamiliarSpecial
BatMaster gains a +3 bonus on Listen checks
CatMaster gains a +3 bonus on Move Silently checks
HawkMaster gains a +3 bonus on Spot checks in bright light
LizardMaster gains a +3 bonus on Climb checks
OwlMaster gains a +3 bonus on Spot checks in shadows
RatMaster gains a +2 bonus on Fortitude saves
Raven1Master gains a +3 bonus on Appraise checks
Snake2Master gains a +3 bonus on Bluff checks
ToadMaster gains +3 hit points
WeaselMaster gains a +2 bonus on Reflex saves

  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.

[top]Familiar Basics

Use the basic statistics for a creature of the familiar?s kind, but make the following changes:
[top]Hit Dice
For the purpose of effects related to number of Hit Dice, use the master?s character level or the familiar?s normal HD total, whichever is higher.
[top]Hit Points
The familiar has one-half the master?s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
[top]Attacks
Use the master?s base attack bonus, as calculated from all his classes. Use the familiar?s Dexterity or Strength modifier, whichever is greater, to get the familiar?s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar?s kind.
[top]Saving Throws
For each saving throw, use either the familiar?s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master?s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn?t share any of the other bonuses that the master might have on saves.
[top]Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master?s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar?s total skill modifiers, some skills may remain beyond the familiar?s ability to use.

[top]Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master?s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
[top]Natural Armor Adj.
The number noted here is an improvement to the familiar?s existing natural armor bonus.
[top]Int
The familiar?s Intelligence score.
[top]Alertness (Ex)
While a familiar is within arm?s reach, the master gains the Alertness feat.
[top]Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
[top]Share Spells
At the master?s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of ?You? on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar?s type (magical beast).
[top]Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar?s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
[top]Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the ?toucher.? The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
[top]Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
[top]Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
[top]Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master?s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar?s spell resistance.
[top]Scry on Familiar (Sp)
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Master
Class Level
Natural
Armor Adj.
IntSpecial
1st-2nd+16Alertness, improved evasion,
share spells, empathic link
3rd-4th+27Deliver touch spells
5th-6th+38Speak with master
7th-8th+49Speak with animals of its kind
9th-10th+510?
11th-12th+611Spell resistance
13th-14th+712Scry on familiar
15th-16th+813?
17th-18th+914?
19th-20th+1015?

Back to System Reference Document ? Spells.
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

Tags for this Page

Similar Pages

  1. Aid Another (Rules)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 09:43 PM

Bookmarks

Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.