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Book of Familiars

With all the options out there a familiar can be hard to choose. This book will help you
decide what creature will fit your character best.

Find Familiar

1st-level conjuration (ritual)


Casting Time: 1 hour
Range: 10 feet
Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus,
owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the
familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its
own turn. A familiar cant attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell
again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see
through your familiars eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that
the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons.
Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you.
You cant have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to
adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar
must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll,
you use your action modifier for the roll.

Warlocks

Warlocks have access to an imp, pseudodragon, and quasit which have been included in this document.

Volo's Guide to Monsters

Volo's Guide to monsters added cranium rat, crawling claw, and gazer to the list. These have been added to the last page of the
document. Refernce page: 213.

Disclaimer

I do not own any of the material in this document. The purpose of this document is to make it easier to find relevant infomation on
the familiars you can use within the game. All information in this book is taken from the official Monster's Manual.

Bat

Crab

Tiny beast, unaligned

Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4-1)
Speed 5ft., fly 30 ft

Armor Class 11 (natural armor)


Hit Points 2 (1d4)
Speed 20ft., swim 20 ft.

STR

DEX

CON

INT

WIS

2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1)

CHA

STR

DEX

CON

INT

WIS

CHA

4 (-3)

2 (-4)

11 (0)

10 (0)

1 (-5)

8 (-1)

2 (-4)

Senses blindsight 60ft., passive Perception 11


Languages None
Challenge 0 (10 XP)

Skills Stealth +2
Senses blindsight 30ft., passive Perception 9
Languages None
Challenge 0 (10 XP)

Ecolocation. While it can't hear, the bat has no


blindsight.

Amphibious. The crab can breath air and water.

Keen Hearing. The bat has advantage on Wisdom


(Perception) checks that rely on hearing

Actions

Claw. Melee Weapon Attack +0 to hit, reach 5 ft.,


one target. Hit: 1 bludgeoning damage.

Heel Jawbreaker. Melee Weapon Attack: +0 to hit,


reach 5ft., one target. Hit 1 piercing damage

Frog

Tiny beast, unaligned

Cat

Armor Class 11
Hit Points 1 (1d4-1)
Speed 20ft., swim 20 ft.

Tiny beast, unaligned


Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft

STR

DEX

CON

INT

WIS

CHA

3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-1)


Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages None
Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom


(Perception) checks that rely on smell

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5ft.,
one target. Hit 1 slashing damage.

STR

DEX

CON

INT

WIS

CHA

1 (-5)

13 (+1)

8 (-1)

1 (-5)

8 (-1)

3 (-4)

Skills Perception +1, Stealth +3


Senses darkvision 30ft., passive Perception 11
Languages None
Challenge 0 (0 XP)

Amphibious. The from can breath air and water.


Standing Leap. As a part of its movement and
without a running start, the frog can long jump up
to 10 feet and high jump up to 5 feet.

Hawk (Falcon)
Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4-1)
Speed 10 ft., fly 60 ft

STR

DEX

CON

INT

WIS

5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2)

CHA
6 (-2)

Skills Perception +4
Senses passive Perception 14
Languages None
Challenge 0 (10 XP)

Keen Saight. The hawk has advantage on Wisdom


(Perception) checks that rely on sight

Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 1 slashing damage.

Devil's Sight Magical darkness doesn't impede the


imp's darkvision.

Imp

Tiny fiend (devil, shapechanger), lawful evil


Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft. (20 ft. in rat form., 20 ft fly 60 ft.
in raven form., 20 ft., climb 20 ft. in spider form)

STR

DEX

CON

INT

WIS

CHA

6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)


Skills Deception +4, Insight +3, Persuation +4, Stealth
+5
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical weapons that arn't silvered
Damage immunities fire, poison
Condition immunties poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)

Shapechanger. The imp can use its action to polymorph


into the beast form of a rat, a raven, or a spider, or into
its devil form. Its statistics are the same in each form,
although its attack is diffferent in some of them. Any
equipment it carries is not transformed. If slain, the
imp revert to its devil form.

Magic Resistance The imp has advantage on saving


throws against spells and other magical effects.

Actions
Sting (Bite in beast form). Melee Weapon Attack: +5
to hit, reach 5ft., one target. Hit 5 (1d4 +3) piercing
damage, and the target must make on a DC 11
Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on
a successful one.
Invisibility The imp turns invisible until its attacks or
until its concentration ends. Anything the invisible
imp is carrying or wearing is invisible as long as it
remains in contact with the imp.

Owl

Poisonous Snake

Tiny beast, unaligned

Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft

STR

DEX

Armor Class 13
Hit Points 2 (1d4)
Speed 30ft., swim 30 ft.

CON

INT

WIS

3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1)

CHA
7 (-1)

Skills Perception +3, Stealth +3


Senses darvision 120 ft, passive Perception 13
Languages None
Challenge 0 (10 XP)

STR

DEX

2 (-4) 16 (+3)

CON

INT

WIS

11 (0) 1 (-5) 10 (0)

CHA
3 (-4)

Sensesblindsight 10ft., passive Perception 10


Languages None
Challenge 1/8 (25 XP)

Actions

Flyby. The owl provokes no opportunity attacks


when it flies out of an enemy's reach.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,


one target. Hit 1 piercing damage, and the target
must make a DC 10 Constitution saving throw,
taking 5 (2d4) poison damage on a failed save, or
half as much damage on a successful one.

Keen Sight. The owl has advantage on Wisdom


(Perception) checks that rely on sight

Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 1 slashing damage.

Pseudodragon

Keen Senses. The pseudodragon has advantage on


Wisdom (Perception) checks that rely on sight,
hearing, or smell.

Armor Class 13 (natural armor)


Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.

Magic Resistance The pseudodragon has advantage on


saving throws against spells and other magical effects.
Limited Telepathy The pseudodragon can communicate
simple ideas, emotions, and images telepathically with
any creature within 100 feet of it that can understand a
language.

Tiny dragon, neutral good

STR

DEX

CON

INT

WIS

CHA

6 (-2) 15 (+2) 13 (+1) 10 (0) 12 (+1) 10 (0)


Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13
Languages understands Common and Draconic but
doesn't speak
Challenge 1/4 (50 XP)

Actions
Bite. Mellee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 +2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 4 (1d4 +2) piercing damage, and the target
must make on a DC 11 Constitution saving throw, or
become poisoned for 1 hour. If its saing throw result is
6 or lower, the target falls unconscious for the same
duration, or until it takes damage or another creature
uses an action to wake it.

Quasit

Tiny fiend (demon, shapechanger), chaotic evil


Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form., 40 ft., climb
40 ft. in centipede form; 40 ft., swim 40 ft. in toad
form)

STR

DEX

CON

INT

WIS

CHA

5 (-3)

17 (+3)

10 (0)

7 (-2)

10 (0)

10 (0)

Skills Stealth +5
Damage Resistances cold, fire, lighting; bludgeoning,
piercing, and slashing from nonmagical weapons.
Damage immunities poison
Condition immunties poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to


polymorph into the beast form of a bat, a centipede, or
a toad, or into its demin form. Its statistics are the
same in each form, although its attack is diffferent in
some of them. Any equipment it carries is not
transformed. If slain, the quasit revert to its demon
form.
Magic Resistance The quasit has advantage on saving
throws against spells and other magical effects.

Actions
Claws (Bite in beast form). Melee Weapon Attack: +4 to
hit, reach 5ft., one target. Hit 5 (1d4 +3) piercing
damage, and the target must make on a DC 10
Constitution saving throw or taking 5 (2d4) poison
damage and become poisoned for 1 minute. The
creature can repeat the saving throw at the end of each
of its turns, ending the effect early on a success.
Scare (1/day) One creature on the quasit's choice
within 20 feet of it must succeed on a DC 10 Wisdom
saving throw or be frightened for 1 minute. The target
can repeat the saving throw at the end of each of its
turns, with disadvantage if the quasit is within line of
sight, ending the effect early on a success.
Invisibility The quasit turns invisible until its attacks or
uses Scare, or until its concentration ends. Anything
the invisible quasit is carrying or wearing is invisible as
long as it remains in contact with the quasit.

Quipper (Fish)

Rat

Tiny beast, unaligned

Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4-1)
Speed 0ft., swim 40 ft.

Armor Class 10
Hit Points 1 (1d4-1)
Speed 20 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

2 (-4)

16 (+3)

9 (-1)

1 (-5)

7 (-2)

2 (-4)

2 (-4)

11 (0)

9 (-1)

2 (-4)

10 (0)

4 (-3)

Skills Perception +1, Stealth +3


Senses darkvision 60ft., passive Perception 8
Languages None
Challenge 0 (10 XP)

Blood Frenzy The quipper has advantge on melee


attack rolls against any creature that doesn't have all
its hit points.
Water Breathing The quipper can breathe only
underwater.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.

Senses darkvision 30 ft., passive Perception 10


Languages None
Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom


(Perception) checks that rely on smell

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft.,
one target. Hit 1 piercing damage.

Raven

Spider

Tiny beast, unaligned

Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4-1)
Speed 10 ft., fly 50 ft

Armor Class 12
Hit Points 1 (1d4-1)
Speed 20ft., climb 20 ft.

STR

DEX

CON

INT

CHA

STR

DEX

6 (-2)

2 (-4)

14 (+2)

WIS

2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1)

CON

INT

8 (-1) 1 (-5)

WIS

CHA

10 (0)

2 (-4)

Skills Perception +3
Senses passive Perception 13
Languages None
Challenge 0 (10 XP)

Skills Stealth +4
Senses darkvision 30ft., passive Perception 10
Languages None
Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has


heard, such as a person whispering, a baby crying,
or an animal chittering. A creature that hears the
sounds can tell they are imitations with a successful
DC 10 Wisdom (Insight) check.

Spider Climb. The spider can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 1 piercing damage.

Web Sense. While in contact with a web, the spider


knows the exact location of any other creature in
contact with the same web
Web Walker. The spider ignores movement
restrictions caused by webbing.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage, and the target
must succeed on a DC 9 Constitution saving throw
or take 2 (1d4) poison damage.

Sea Horse
Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4-1)
Speed 0ft., swim 20 ft.

STR

DEX

1 (-5)

12 (+1)

CON

Weasel

Tiny beast, unaligned


INT

8 (-1) 1 (-5)

WIS

CHA

10 (0)

2 (-4)

Senses passive Perception 10


Languages None
Challenge 0 (10 XP)

Water Breathing The quipper can breathe only


underwater.

Armor Class 13
Hit Points 1 (1d4-1)
Speed 30ft.

STR

DEX

CON

INT

WIS

3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1)

CHA
3 (-4)

Skills Stealth +4
Senses darkvision 30ft., passive Perception 10
Languages None
Challenge 0 (10 XP)

Keen Hearing and Smell. The weasel has advantage


on Wisdom (Perception) checks that rely on
hearing and smell
Bite Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.

Cranium Rat

Crawling Claw

Armor Class 12
Hit Points 2 (2d4)
Speed 30ft.

Armor Class 12
Hit Points 2 (1d4)
Speed 20 ft. climb 20 ft.

Tiny beast, lawful evil

STR

DEX

2 (-4) 14 (+2)

CON

Tiny undead, nuetral evil

INT

WIS

10 (0) 4 (-3) 11 (0)

CHA
8 (-1)

Skills Stealth +4
Senses darkvision 30ft., passive Perception 10
Languages telepathy 30 ft.
Challenge 0 (10 XP)

Illumination. As a bonus action, the cranium rat can


shed dim light from its brain in a 5-foot radius or
extinguish the light.
Telepathic Shroud The cranium rat is immune to any
effect that would sense its emotions or read its
thoughts, as well as to all divination spells.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.

Gazer

STR

DEX

CON

INT

WIS

CHA

13 (+1) 14 (+2) 11 (0) 5 (-3) 10 (0) 4 (-3)


Damage Immunities poison
Condition Immunities charmed, exhaustion,
poisoned
Senses blindsight 30ft. (blind beyond this radius),
passive Perception 10
Languages understands common but cannot speak.
Challenge 0 (10 XP)

Turn Immunity. The claw is immune to effects that


turn undead
Claw Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 +1) bludgeoning or slashing
damage (claw's choice).

Actions

Tiny aberration, neutral evil

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one


target. Hit 1 piercing damage

Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)

Eye Ray The gazer shoots two of the following magical


eye rays at arandom (reroll duplicates), choosing one or
two targts it can see within 60 feet of it:

STR

DEX

CON

INT

WIS

CHA

3 (-4)

17 (+3)

14 (+2)

3 (-4)

10 (0)

7 (-2)

Saving Throws Wis +2


Skills* Perception +4, Stealth +5
Condition immunties prone
Senses darkvision 60 ft., passive Perception 14
Languages None
Challenge 1/2 (100 XP)

Aggresssive. As a bonus action, the gazer can move up


to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech
it has hears, in any language. A creature that hears the
sounds can tell they are imitations with a successful
DC 10 Wisdom (Insight) check.
Familiar The gazer forms a telepathic bond with its
willing master, provided that the master is at least a
3rd-level spellcaster. While the two are bonded, the
master can sense what the gazer senses as long as they
are within 1 miles of each other. If its master causes it
physical harm, the gazer will end its service as a
familiar, breaking the telepathic bond

1. Dazing Ray. The targeted creature must succeed on a DC


12 Wisdom savin throw or be charmed until the start of
the gazer's next turn, While the target is charmed in this
way, its speed is halved, and it has disadvantage on attack
rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
Wisdom saving throw or be frightened until the start of
the gazer's next turn.
3. Frost Ray. The targeted creature must succeed on a DC
12 Dexterity saving throw or take 10 (3d6) cold damage.
4. Telekinetic Ray. If the target is a creature that is Medium
or smaller, it must succeed on a DC 12 Strength saving
throw or be moved up to 30 feet directly away from the
gazer. If the target is an object weighting 10 pounds or
less that isn't being worn or carried, the gazer moves it up
to 30 feet in any direction. The gazer can also exert fine
control on objects with this ray, such as manipulating a
simple tool or opening a container

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