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27

As far as actions in combat are concerned, the quote you've included pretty much sums it up. A familiar can take any action that it is capable of other than the Attack action. This includes the Cast A Spell action, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use an Object. Since familiars are monsters, they can also take any non-Attack action ...


23

Not sharing a language doesn't mean you can't communicate. Familiars are smart (6 intelligence at level 1, and rising fast) and have empathic links to their associated spellcasters. Which is to say, you can demonstrate concepts to your familiar by example, even if you can't do it through speech; And you can readily communicate an emotion associated with each ...


22

With the extremely obscure feat: "Mighty Steed". Found in the mount handbook, the handbook states: Mighty Steed: A feat found in the Dragonlance supplements Bestiary of Krynn and Knightly Orders of Ansalon. A mount with this feat counts as one size category larger for determining carrying capacity and the minimum size of its rider. That is, it lets a ...


21

Nothing. There is no current rule that spell effects end when a caster is unconscious or dies unless they are specifically concentration spells. Thus, since Find Familiar is not a concentration spell, it's perfectly reasonable to assume that the familiar stays and is unaffected by the fact that his wizard is unconscious (or dead). And in fact, the ...


18

No. Consider that: Verbal (V) ...the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. If you can argue that this is ALL that is needed to cast a purely verbal spell, then anyone or anything with a mouth can cast it. Let's get more basic: suppose you don't have spell slots left to ...


16

I see no reason why an Int 6 familiar with which you share an empathic link that lets you directly communicate emotions would be less able to be instructed than an Int 2 dog which doesn't even have a link. Yet nobody seems to think that it's impossible to direct an animal companion, and the idea of a guard dog doesn't surprise anyone. You might not share a ...


14

So, to your first question: The pocket dimension will be unique to your familiar. While it's difficult to prove this, a dimension that potentially contains the familiars of every spellcaster with the Find Familiar spell in the entire universe at the same time really doesn't sound like a "pocket" dimension. Also, what would happen if a Wizard sent his ...


13

All of these creatures are in the Monster Manual. However, you can also find the ones that don't appear in the PHB in the Dungeon Master's D&D Basic Rules posted on the WotC web site.


13

By the rules, no. The Pact of the Chain says: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. And the find ...


11

No, you do not get 2 different familiars. Familiar levels stack. From the Familiars entry: 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. You can though have a familiar and an animal companion (but remember PFS rules only allow for one combat ...


11

It's just a temporary inconvenience, except in a singular case. Basically, all that a familiar's death means is that you'll have to recast Find Familiar at your earliest convenience (so it means the loss of a spell slot for a day if you have a time pressure and can't take The extra 10 minutes to cast it as a ritual). The spell/ritual does cost 10gp, but ...


10

The Forlorn flaw from Dragon vol. 333 prevents you from gaining a familiar. As with all flaws, you get an extra feat for taking it. The existence of the Obtain Familiar feat (Complete Arcane) suggests that this is a fair trade and that the familiar is valued about the same as a feat. For actual alternate options, from the best list of alternate class ...


10

No they cannot learn tricks, and they don't need to. Familiars' Int scores start at 6, and go up from there. A familiar doesn't learn tricks, and it doesn't need them. Tricks represent training an animal to do something that its instincts would not cover it knowing to do, or knowing how to do, but a familiar isn't a dumb animal operating on instinct. It has ...


9

I am suggesting a different route to achieve your goal: Reduce Yourself Going to be diminutive will change your gameplay, but will also open a lot of new opportunities. Reduce Person is obviously the key here if you are Humanoid, and it can be made permanent too for a small fee at your level. For non-humanoid races, Alter Self will probably do the trick. ...


9

A drow can't use a panther as a mount because mounts must be one size category larger than you (PHB p. 198), and drow and panthers are both Medium creatures. A panther could drag you while you're paralyzed, but you're too big/heavy for it to pick you up in its mouth.


9

So to start with, it's worth pointing out that you can cast Warding Bond on yourself. Touch range spells are described as: Some spells can target only a creature (including you) that you touch. Further, under the Targeting Yourself section, it says: If a spell targets a creature of your choice, you can choose yourself, unless the creature must be ...


9

It is safe to say, "Yes, they have hands." According to the PFSRD: Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds. ...


8

Yes, you can gain a familiar elsewhere and have both This ambiguity is due to a very annoying habit that Wizards of the Coast had to assume that all characters were starting from 1st-level, would remain single-classed, and would not take cross-class skills, when discussing what members of a class can do. You see this in similar issues like: whether a ...


8

Firstly, yes, if a spell requires an attack, that attack still counts as an attack. So, what you have to remember is the "specific beats general" rule. This is detailed on page 7 of the PHB. The core of the rule is: If a specific rule contradicts a general rule, the specific rule wins. So the general rule here is that familiars can't attack. There are ...


8

I can find no mention of such in Pathfinder, but for what it’s worth, imps had hands in 3.5, as can be seen in this Monster Manual illustration: The imp is the small red one sitting on the end of the gelugon’s spear, which it is clearly holding onto with its hands.


7

Your share spells class feature allows you to cast spells with Target: You on your familiar (as Range: Touch). Alter Self is such a spell, and allows your Pseudodragon to turn into any Dragon-type creature from Diminutive to Small size. A Wyrmling Green Dragon (among other wyrmling dragons) is such a creature, and is of small size. You can either cast the ...


7

Your first question is a classic example of the kind of thing GMs made different rulings on, back in the day, and those different rulings led to different campaign worlds. The second question is similar to the first one, but I expect most GMs will be okay with the familiar carrying a small amount of stuff (a signature hat, for example) into the pocket ...


7

No, you can't do verbal spellcasting through your familiar. From Find Familiar's last paragraph (PHB p240) we see you're granted permission only to "deliver" touch spells through your familiar, but you're not granted permission to do any other spellcasting through them (nor does the familiar itself cast the touch spell): Finally, when you cast a spell ...


7

No — since it doesn't explicitly override them, the normal rules on page 204 of the Player's Handbook for choosing the target space into which you summon your familiar in the first place still apply when re-summoning it: To target something, you must have a clear path to it, so it can’t be behind total cover. You have to pick a location that you can ...


7

Yes. There is such an example in the Player's Handbook on page 54, as part of the description of the sorcerer's familiar class feature: For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd ...


6

The Find Familiar spell is currently the only method for a wizard to obtain a familiar, and it lists the creatures available. However, a large number of creatures in the Monster Manual, such as the pseudodragon, imp, or quasit, include the 'Familiar' variant. Note that a Warlock with the Pact of the Chain feature can obtain many of these creatures as a ...


6

I don't see why this wouldn't work, as nothing prevents you from taking a reaction on your turn. Thus the action sequence of: Wizard uses action to Ready Shocking Grasp for familiar to cast Familiar moves part of it's movement Familiar uses reaction to cast Shocking Grasp (Wizard also uses reaction to use readied action) Familiar uses action to do ...


6

No. Please see the Arcane Bloodline page under the Arcane Bond section. This ability does not allow you to have both a familiar and a bonded item. Since the Arcanist bloodline development relies on the Sorcerer arcane bloodline and does not specifically alter the way this ability functions, it does not allow you to break the restriction.


6

No. If you have enough Fighter levels, you get more than one attack from your Attack Action, so could forfeit one to let your Familiar attack, and use the rest yourself. Fighter's Extra Attack feature: (PBR 25) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. But, two-weapon fighting ...


6

From Find Familiar (PHB p. 294) the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. They have the same Intelligence (and Wisdom, and Strength etc.) as the chosen form. The spell is explicit about what they can and cannot do. Specifically: It acts independently It obeys ...



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