D&D 5E Looking at Find Familiar

purplerook

First Post
I would like to start a conversation about the effective use of the Find Familiar spell. Let me know what you think, and I will incorporate the feedback into an updated document.

Note About the Author
I am new to 5e and coming back to Role Playing after a long absence. Much of the commentary is theoretical rather than practical and I am looking forward to hearing from those who have practical experience using the spell - as player and or GM.

Introduction

This document is the first in a series looking at various D&D 5th Edition Cantrips/Spells and specifically some of the utility spells. The series will focus on utility spells because the effectiveness and impact on gameplay is heavily influenced by the creativity of the player and the ruling of the Game Master. The intent of this document is to 1) provide a framework within which the Game Master (GM) and Player can discuss the use of the spell and 2) Inspire creative and effective use of the spell.

The ‘Find Familiar’ Spell

This document looks at the ‘Find Familiar’ spell and traditional animal based familiars provided by the spell. It does not look at Familiars gained in other ways - e.g., Warlock Pact of the Chain, Ranger Beast Master.

Overall, Find Familiar is a lot like Sleep - powerful at low levels, and declines in utility as the Wizard and the party gains levels. As they gain levels, the party becomes better at various skills provided by the familiar and get spells that can replace the familiar.

Benefits:
  • Gaining the service of the familiar is a ritual with a casting time of 1 hour, and materials costing 10 gp. Which means that it does not take up a prepared spell, or cost a spell slot to cast. As a result, Familiar is as much an ability of a Wizard as a Spell.
  • As an action, you can dismiss (temporarily) or cause the familiar to re-appear within 30’.
  • Telepathic Bond. The familiar and wizard can communicate silently when they are within 100’ of each other. The GM will need to determine the type of information that can be shared through the bond due to the familiar’s Intel.
  • Familiars can come with some powerful features. As an example, Owls can Fly at 60’/turn - flying and double the speed of PC. Also, Owls have a couple of powerful features. First Keen Eyesight and Hearing gives advantage to any perception checks relying on sight or hearing. Second, the Flyby allows them to leave combat without provoking opportunity attacks.

Limitations
  • Familiars are easy to kill, because they have few hit points (1-2) and low AC (11-14). Familiars need to rely on Stealth and not being seen as Familiars to avoid being killed.
  • Killed familiars require the Find Familiar ritual to re-summon them.
  • Changing the shape of the familiar (e.g., Owl to Bat), requires the ‘Find Familiar’ ritual.

Open Questions:
  • Dismissing the familiar and having it reappear are each an action, but there is no elaboration of whether the actions require a Verbal or Somatic component.
  • Brass Brazier does not appear in the PHG as an item of equipment. The GM will need to determine the weight and cost.

Specific Uses of Familiar

Here are some common uses of a familiar for discussion. The first paragraph describes the specific use of the familiar. The second paragraph is an assessment of the general power of the particular use.

Vanguard. The familiar is about 75' in front of the wizard in close terrain (e.g. Forest) and flying at 75' height in open terrain. The intent is to spot an encounter in time to either prepare for or avoid the encounter.

This is not terribly different than a single PC (e.g., Ranger, Thief) taking extended point for the party.

Remote Viewing. The Wizard can see and hear through the familiar . The Wizard takes an action and is blind and deaf. Note, this is very powerful capability if paired with the Blink Familiar (see below).

Note, this is a (very) limited version of arcane eye - a fourth level spell.

Scouting. The familiar is sent off beyond the 100' range to investigate something. Note, within 100’ the wizard is in Remote Viewing range and can see through the familiar.

Question here is how much information to allow through the telepathic bond, and how much if any smarter a familiar is than the base animal.
Help (Stealth, Perception)/B]. Familiar's can perform the help action. This means that they could assist a PC in various activities

This should be judgement call on the part of the GM for the specific situation. The general consensus is that a character can only help where it would normally be able to assist - that is the familiar has the skill and the task is one where assistance would be beneficial. For example, an Owl could rustle bushes to distract when someone is moving through the woods. Could an Owl help someone attempting to hide in a shadow in a hallway?
Help (Combat). The familiar distracts an enemy to give someone else an advantage on attacking a monster.

The GM should determine whether a Familiar can help in attacks. This is a powerful use of the familiar, but opens the familiar up to attack.
Touch Spells. The familiar is used to deliver a touch spell. The familiar readies for the spell. The Wizard casts the spell as an action, and the familiar uses its action to deliver the spell.

Using a touch spell to attack an enemy uses the Wizards action, and the familiars reaction. This means the familiar could do Help (Attack) as an action and cast touch spell as a reaction.

For Buffing spells, this can be used where the wizard is unwilling (combat) or unable to get to the target of the touch spell.

Bombs (Acid, Calthrops, Oil, Poison, etc.). A flying familiar picks-up and drops various items on enemies in combat.

The GM should determine whether a given familiar can do this. It going to depend on the Intelligence and carrying capacity of the familiar. Note this does relatively low damage (e.g., 1d6 flask of oil, 2d6 vial acid, 1d4/round alchemist’s fire) unless you allow the familiar to carry multiple oversized bombs. For example a Hawk str 5 * 15 pound /2 (Tiny) could carry 36.5 pounds. RAW, the Hawk could carry a 30d6 oil flask, costing 30 sp (3 gp).
Activate Items. The familiar uses a Magical Item - e.g., Magic Missile Wand.

The GM should determine if a familiar can carry/use magical items. This turns the familiar into a one-trick NPC. This is probably about the equivalent of inviting a townie to come along on the adventure, with the exception that the familiar always obeys orders and resurrections cost 10 gp.
Blink Familiar. The Wizard causes the familiar to reappear on the other side of a Wall or Locked door.

The GM should determine whether a familiar can be recalled in a space outside of the view of the Wizard. This can set up some interesting scenarios. With Remote Viewing, see what is on the other side of the door w/o opening it. With Bombs, drop a bunch of oil inside a room. You just need a touch ignite spell to set the room on fire.
 
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Welcome to ENWorld and 5e!

Just a quick technical note: you might want to edit the OP to change the color of all the text to Auto. Right now a lot of it appears to be black, which doesn't show up well in the "Legacy" forum style, which has a black background.
 

Thanks for the catch on the color of my posting. It looks like some tags came over from Google Docs. Would you point me to some information on the Text Editor? I did not see anyway to change the text color in the editor. Also, I did not see the COLOR and FONT tags in my original text, guessing that they got put in as part of the posting.
 

Fun!

I offer thoughts on several of your points.

First, something you do not mention:
Find Familiar does not give you an actual animal, but "a spirit that takes an animal form", a spirit that is fey celestial or fiend.

For me, this is the biggest turn-off of the spell -- it's not actually getting a pet. There's no need to feed it, treat it humanely, or "respect" its appearance, but it can be re-formed or re-shaped with the spell for functional uses. I do not know how widely that feeling is shared. I see the reasons they made this choice, but you talk about intelligence of the form; intelligence it turns out is the intelligence the form exhibits; it could change. Yuk.

It does not look at Familiars gained in other ways - e.g., Warlock Pact of the Chain, Ranger Beast Master.
Warlocks should be included in your analysis (Beast Master does not grant a familiar). Warlocks explicitly are allowed other forms of familiars, and this has to be assessed against the possibility of other forms permitted by the Monster Manual. The question then becomes one for DMs: is it imbalancing to allow wizards access to "special" familiars when there are warlocks. Also, what sort of quests/training are required, or is it a "gimme"? Also, do you use MM stats or back-of-the-PHB stats?

There is, I feel no clear sense around this.

[*]Gaining the service of the familiar is a ritual with a casting time of 1 hour, and materials costing 10 gp. Which means that it does not take up a prepared spell, or cost a spell slot to cast. As a result, Familiar is as much an ability of a Wizard as a Spell.
I think it's not that simple, since Find Familiar does occupy space in the spell book (or is the only non-cantrip spell gained by Magic Initiate, or whatever). It consumes a limited resource, which an ability does not -- not every wizard needs a familiar, and choosing this route affects the overall effective spell choice.

[*]Dismissing the familiar and having it reappear are each an action, but there is no elaboration of whether the actions require a Verbal or Somatic component.
Your choice of language is a little odd, since components are associated with casting, not with taking actions. The question becomes more meaningful if the DM is looking to limit the ability to summon:
* can you summon a familiar when affected by a gag or a Silence spell?
* can you summon a familiar if your hands are full, or tied, or otherwise unavailable?

For both of these, the implicit answer is yes.

[*]Brass Brazier does not appear in the PHG as an item of equipment. The GM will need to determine the weight and cost.
yes, I noticed this too (Clone also requires a specific material component -- clay pots -- that aren't priced. There may be others.)

I once had a player go to a blacksmith to borrow one. Other than that, it's always been backgrounded.

Help (Stealth, Perception)/B]. Familiar's can perform the help action. This means that they could assist a PC in various activities

Yes, but it's not obvious that they can help the Wizard -- help perception maybe, but I don't buy Stealth. I generally rule that to help with a skill the helper must him/herself be proficient in the skill.

Helping in combat could get annoying, but is asking to have the familiar targeted.

The GM should determine whether a given familiar can do this. It going to depend on the Intelligence and carrying capacity of the familiar. Note this does relatively low damage (e.g., 1d6 flask of oil, 2d6 vial acid, 1d4/round alchemist’s fire) unless you allow the familiar to carry multiple oversized bombs. For example a Hawk str 5 * 15 pound /2 (Tiny) could carry 36.5 pounds. RAW, the Hawk could carry a 30d6 oil flask, costing 30 sp (3 gp).
I do not see how oil flask damages are additive "RAW". I think you are remembering rules from previous editions. Acid does d 2d6, but it's not clear that that would scale linearly.

Hope this helps.
 

[MENTION=1727]kobold[/MENTION]_Stew, Thanks, some good feedback and points. Most, I will fold into the document - updates once I figure out how to get the text from google doc into ENWorld without hosing up the text color.

I like your point on "it's not actually getting a pet". The rules are vague here and IMO it is an interesting role playing opportunity. Some Wizards may consider a familiar nothing more than a small summoned elemental/demon. Other may see the familiar as an entity in its own right. Right now, I am running a Forest Gnome Wizard whose back story is running around in the woods alone with only his familiar. For this character, the familiar is in place of the small forest animals that Forest Gnomes often have. I could see other Wizards, viewing a familiar as a thing, no different than a conjured elemental or summoned demon and using/abusing the familiar.


Sent from my iPad using EN World
 

Yeah, I get that. I just don't like that it's not a charmed animal -- not a real hawk, or a real cat. The solution lets you have the "same" spirit on recasting, but it loses the connection for me.
 

Yeah, I get that. I just don't like that it's not a charmed animal -- not a real hawk, or a real cat. The solution lets you have the "same" spirit on recasting, but it loses the connection for me.
I'm with you on that.

Another spell that gave us a true animal familiar would be nice. And easy.
 

They need to bring back permanently losing Constitution and making a system shock roll every time a familiar dies. That'd keep people from exploiting it or treating it like a renewable resource. Familiars are supposed to be your friends! :D
 

I think any spell component that doesn't list a cost is 1gp.

At higher levels you can do weird stuff like cast True Polymorph on your familiar.

You can attach notes to you familiar and use it as a messager.
 

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