This one also includes a familiar option, although it can only be used to summon an imp and still comes with indefinite madness. Warlocks can learn it by taking the Pact of the Tome and learning find familiar as a ritual. It can turn invisible, and when you need it to be visible, it can turn into a raven to not scare the locals. That’s more than enough to lift most halflings or gnomes, and even some elves. Roll20 brings pen-and-paper gameplay to your browser with features that save time and enhance your favorite parts of tabletop games. Another classic familiar. Some of these also work as mounts or animal companions for those who don’t have find familiar. INT 5 . Origin Based of the limitations below, here is an example list of other familiars a warlock could take: Crawling Claw MM pg44; Flumph MM pg135; Flying Sword MM pg20; Gazer VGTM pg126; Mud Mephit MM pg216; Oblex Spawn MTOF pg217 You won’t ever be able to find all of these, or even most of them. Crawling claw While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. But I will mark ones I recommend as the most effective familiars for their type. Doesn’t matter if you’re a Pact of the Chain warlock or not. 135 . At the same time, they were immune to the effects of abilities that required actual sight. Weasels get Keen Hearing and Smell on top of a decent bonus to perception and stealth. The Heroic Chronicle system is actually quite nice, and can help players new to D&D flesh out their characters. Sorcerers used to get familiars back in 3.5 … but it’s no longer available to them. versions of familiar adversaries. Crawling claws were always left hands and had to be made from the hands of small-to-medium-sized creatures. Plus if your DM lets you reskin the imp into something less diabolic, you might not need to deal with that at all. These warlocks can choose specific invocations to boost their familiars’ abilities. Familiars work differently for NPCs than they do PCs. Ultimately, the sprite is fine. At the end of a long rest, 1d4+1 random beneficial things and 1d4+1 random detrimental things happen to anyone attuned to the Machine. While familiars can’t attack (unless you’re a Pact of the Chain warlock), octopi do get an Ink Cloud action that lets them release a 5 foot radius of ink once per short or long rest. The [familiar/steed] has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Construct If your DM lets you reskin the imp as some kind of minor angel, that’s great. If it fits the aesthetic you want, go for it. Size Web Sense and Web Walker are fine, but they would be better if the spider had a mechanical ability to make webs. Their most curious trait was their immunity to undead turning magic, raising questions about whether they could be truly classified as undead creatures. You’re a Pact of the Chain warlock summoning a pseudodragon as a familiar, so it should come with the Familiar trait, right? The imp gets bonuses to a number of useful skills, resistance to cold and nonmagical attacks (that aren’t silvered) and immunity to fire and poison on top of magic resistance. It’s slightly faster than the octopus, but without any skill bonuses or usable abilities. Curse of Strahd: As part of Barovia’s spookiness, your DM can make familiars summoned in Ravenloft become undead spirits rather than celestial, fey, or fiend. Pseudodragons can leave whenever they want, while other creatures only leave if treated poorly, or if the terms of a pact are broken. Familiars manage to be both simple and complicated. There’s some discussion about whether the cat should have had darkvision and keen hearing on top of keen smell. Hit: 6 (2d4 + 1) slashing damage. If you spend a lot of time swapping between being on land and underwater, the crab is a pretty decent choice. You can talk to your familiar telepathically, so long as it is within 100 feet of you. It isn’t immune to fire, although it gets resistance to fire and lightning as a trade-off. Language(s) A good thing if you’re running a water-heavy campaign. The scarecrow makes two claw attacks. It makes sense to wonder if those variant features apply to a player summoning one of these familiars. Type: 1st Level Conjuration Spell Hawks get a 60 foot fly speed and advantage on Wisdom (Perception) checks that rely on sight. The mage statblock in the Monster Manual has a Familiars variant trait, explicitly mentioning that spellcasters like the mage or archmage can cast find familiar should they choose to. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. VARIANT: FAMILIARS- Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. Another knife in the back of the poor sorcerer. If you just want a flying creature, I’d recommend the owl. What should I adjust? Particularly if you have a campaign of high-level players who have memorized the Monster Manual, get this book! The quasit is almost as good as an imp. 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. They do get a climb speed and darkvision, but they don’t have any features that make them particularly good. For them, the list of potential NPC familiars expands to include a crawling claw, imp, pseudodragon, or quasit. At the very least it’s a unique option. Anyone can learn find familiar by taking the Ritual Caster feat (make sure to pick the wizard spell list) or the Magic Initiate feat. To wait until level 17 to use a pseudodragon named Bimz more interesting NPCs, rather than tiny tried... 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