2020-05-06 11:48:34 -04:00
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familiar_abilities:
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2020-08-01 19:27:15 -04:00
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- desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a
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swim Speed).
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name: Amphibious
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- desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
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name: Burrower
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- desc: It gains a climb Speed of 25 feet.
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name: Climber
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- desc: Choose one type of save. It takes no damage when it succeeds at that type
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of save; this doesn’t prevent effects other than damage.
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name: Damage Avoidance
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- desc: It gains darkvision.
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name: Darkvision
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- desc: Increase one of the familiar’s speeds from 25 feet to 40 feet.
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name: Fast Movement
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- desc: It gains a fly Speed of 25 feet.
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name: Flier
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- desc: It can understand and speak with animals of the same species. To select this,
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your familiar must be an animal, it must have the speech ability, and you must
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be at least 6th level.
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name: Kinspeech
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- desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your
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familiar must be in your space. This has the same cost and requirementas if you
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used it. It must have the manual dexterity ability to select this.
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name: Lab Assistant
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- desc: It can use up to two of its limbs as if they were hands to use manipulate
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actions.
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name: Manual Dexterity
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- desc: It gains scent (imprecise, 30 feet).
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name: Scent
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- desc: It understands and speaks a language you know.
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name: Speech
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flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars
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were originally animals, though the ritual of becoming a familiar makes them something
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more. You can choose a Tiny animal you want as your familiar, such as a bat, cat,
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raven, or snake. Some familiars are different, usually described in the ability
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that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant
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instead of an animal, formed from a minor nature spirit.
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2020-05-06 11:48:34 -04:00
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master_abilities:
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2020-08-01 19:27:15 -04:00
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- desc: You can prepare an additional cantrip, or if you have a repertoire, instead
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designate a cantrip to add to your repertoire every time you select this ability;
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you can retrain it but can’t otherwise change it. You must be able to prepare
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cantrips or add them to your repertoire to select this.
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name: Cantrip Connection
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- desc: Your familiar grows extra infused reagents on or in its body. You gain an
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additional batch of infused reagents. You must have the infused reagents ability
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to select this ability.
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name: Extra Reagents
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- desc: Once per day, your familiar can use 2 actions with the concentrate trait to
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regain 1 Focus Point, up to your usual maximum You must have a focus pool to select
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this.
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name: Familiar Focus
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- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the
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concentrate trait, you can take the damage. If you do, you take all the damage
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and your familiar takes none. However, if special effects when a hit damages your
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familiar (such as snake venom) still apply to your familiar.
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name: Lifelink
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- desc: You gain one additional spell slot at least 3 levels lower than your highest-level
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spell slot; you must be able to cast 4th-level spells using spell slots to select
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this master ability.
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name: Spell Battery
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- desc: If your familiar is in your space,you can cast a spell with a range of touch,
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transferits power to your familiar, and command thefamiliar to deliver the spell.
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If you do, the familiaruses its 2 actions for the round to move to a targetof
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your choice and touch that target. If it doesn’treach the target to touch it this
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turn, the spell has no effect.
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name: Spell Delivery
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rules_texts:
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- text: Familiars have the minion trait, so during an encounter, they gain 2 actions
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in a round if you spend an action to command them. If your familiar dies, you
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can spend a week of downtime to replace it at no cost. You can have only one familiar
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at a time.
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title: ''
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- text: Your familiar’s save modifiers and AC are equal to yours before applying circumstance
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or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers
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are equal to your level plus your spellcasting ability modifier (Charisma if you
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don’t have one, unless otherwise specified). If it attempts an attack roll or
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other skill check, it uses your level as its modifier. It doesn’t have or use
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its own ability modifiers and can never benefit from item bonuses.
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title: Modifiers and AC
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- text: Your familiar has 5 Hit Points for each of your levels.
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title: Hit Points
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- text: Your familiar is Tiny.
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title: Size
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- text: Your familiar has low-light vision and can gain additional senses from familiar
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abilities. It can communicate empathically with you as long as it’s within 1 mile
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of you, sharing emotions. It doesn’t understand or speak languages normally, but
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it can gain speech from a familiar ability.
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title: Senses
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- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose
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one upon gaining the familiar). It can gain other movement types from familiar
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abilities.
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title: Movement
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- text: Each day, you channel your magic into two abilities, which can be either familiar
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or master abilities. If your familiar is an animal that naturally has one of these
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abilities (for instance, an owl has a fly Speed), you must select that ability.
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Your familiar can’t be an animal that naturally has more familiar abilities than
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your daily maximum familiar abilities.
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title: Familiar and Master Abilities
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