A familiar is a normal creature that has been summoned to service by a sorcerer or wizard, after which it becomes a magical beast and gains new powers. They are magically linked to their masters, in some sense, practically existing as one being. All familiars have special abilities along with granting special abilities to its master.
Acquiring a Familiar[]
In order to aquire a familiar, the prospective master must first locate the kind of creature desired. This can be as convenient a task as visiting a city and purchasing a suitable animal within an appropriate shop. Some more exotic familiars usually take more effort to locate.
After locating the familiar, the master must arrange to keep the familiar nearby for the day-long ritual that binds the two together Wise masters choose familiars that are friendly enough not to wander away, but sometimes the creature must be caged or otherwise restrained.
There are various rituals that bind familiars to spellcasters, ranging from a few gestures or chants to some drawings sketched on the floor around the pair all repeated necessarily at intervals throughout the day. The ritual will fail if the intended familiar is hostile or unfriendly to the master, or has been charmed into amiability in any manner.
Empathic Link[]
Familiars and their master share an empathic link with one another that allows them to communicate, albeit in a limited capacity, at a distance of up to 1 mile. Only general emotional content, such as fear or curiosity, can be communicated; also, seeing as how familiars naturally see the world in a different light from their masters, a misunderstanding in translation is always a possibility. While not hampered by line-of-sight, the link is a supernatural ability so it ceases to function within an antimagic field; it also does not cross planar boundaries.
The empathic link makes the familiar an extension of the master's being, which means that when a familiar has been somewhere or experienced something, the master has the same connection to it as the familiar has.
Dismissal[]
Sometimes, a master will wish to be rid of a familiar, usually because they have suffered some debilitating injury or because the master simply wishes to acquire a new creature. To dismiss a familiar, the master simply wills it so, breaking the link that binds the two. Immediately on being dismissed, the familiar loses all abilities and becomes a normal creature of its kind, returning to life as such while suffering no ill effects, with the exception that it will likely be unable to remember most of what it experienced as a familiar.
- How does the Empathic Link ability work? Am I limited to communicating via emotions? (link)
No, you are not limited to communicating via emotions. Empathic Link allows "communicate telepathically," which is mental conversation.
Since Empathic Link is a supernatural ability (as mentioned in the ability description), it takes a standard action to use. See the "Use Special Ability" subsection of the "Magic Actions" section of the Combat chapter in the PH for more details on using supernatural abilities.
- Why even bother with the Speak with Master ability at 5th-level? Empathic Link is clearly superior, and you get it at 1st-level, right? (link)
Well, yes, you do gain Empathic Link at 1st-level. However, Empathic Link is a supernatural ability and therefore takes a standard action to use in a combat situation. Speak with Master allows verbal communication, which is a free action. Therefore, communicating with your familiar in a combat situation (which is necessary when using your familiar to deliver a touch spell) is much faster and easier once you gain the Speak with Master ability.
According to the definition of supernatural abilities in the PH, Empathic Link does not "function in areas where magic is supressed or negated, such as inside an antimagic field." Speak with Master is an extraordinary ability, and can be used in those situations.
- Do familiars gain feats, skills, and ability increases as they gain Hit Dice? (link)
No. In fact, familiars don't really gain Hit Dice; they simply have higher Hit Dice as their master gains levels.
The PH says "use the basic statistics for a creature of its type ... but make these changes." The list of changes does not include increased stats, skills, or feats. Likewise, the PH says "familiars have special abilities ... depending on the level of their master." The list of special abilities also does not impart extra stats, feats, or skills.
- My wizard (or sorcerer) lost a level. What happens to his familiar? (link)
A familiar's abilities (from table 3-19 in the PH) are directly tied to his master's class level in wizard (or sorcerer). If the master loses levels in wizard (or sorcerer), the familiar's abilities are reduced to match the master's new wizard (or sorcerer) level on Table 3-19.
A familiar's HD and hp are directly tied to his master's overall character level. If the master loses levels in any of his classes, the familiar's HD are reduced by the same amount, and the familiar's hp should be recalculated based on the master's new hp.
Types[]
Bat MMI p268
PHB p52
Masters gains a +3 on Listen checks
Cat MMI p270
PHB p52
Masters gains a +3 on Move silently checks
Hawk MMI p273
PHB p52
Masters gains a +3 on Spot checks in bright light
Lizard MMI p275
PHB p52
Masters gains a +3 on Climb checks
Owl MMI p277
PHB p52
Masters gains a +3 on Spot checks in shadow
Rat MMI p278
PHB p52
Masters gains a +2 on Fortitude saves
Raven MMI p278
PHB p52
Masters gains a +3 on Appraise checks
Viper Snake (Tiny) MMI p279
PHB p52
Masters gains a +3 on Bluff checks
Toad MMI p282
PHB p52
Masters gains a +3 hit points
Weasel MMI p282
PHB p52
Masters gains a +2 on Reflex saves
Ferret DMG p203
DMG p203
Tiny or smaller size
Masters gains a +2 on Reflex saves
Hedgehog DMG p203
DMG p203
Tiny or smaller size
Masters gains a +1 natural armor bonus
Mouse DMG p203
DMG p203
Tiny or smaller size
Masters gains a +2 on Move silently checks
Screech Owl DMG p203
DMG p203
Tiny or smaller size
Masters gains a +2 on Move silently checks
Thrush DMG p203
DMG p203
Tiny or smaller size
Dire Rat MMI p64
DMG p203
Huge or bigger size
Masters gains a +2 on Fortitude saves
Leopard MMI p274
DMG p203
Huge or bigger size
Masters gains a +2 on Move silently checks
Monitor Lizard MMI p275
DMG p203
Huge or bigger size
Masters gains a +3 hit points
Owl (Medium) DMG p204
DMG p203
Huge or bigger size
Masters gains a +2 on Move silently checks
Raven (Small) DMG p204
DMG p203
Huge or bigger size
Viper snake (Medium) MMI p279
DMG p203
Huge or bigger size
Wolverine MMI p283
DMG p203
Huge or bigger size
Masters gains a +2 on Reflex saves
Horned Lizard Sa p194
Sa p49
Masters gains a +2 on Will saves
Albatross Sto p165
Sto p51
Masters gains a +1 on Spot checks
Eel Sto p166
Sto p51
Masters gains a +3 on Escape artist checks
Fish Owl MMI p277
Sto p51
Masters gains a +3 on Spot checks in shadow
Octopus MMI p276
Sto p51
Masters gains a +3 on grapple checks
Parrot MMI p278
Sto p51
Masters gains a +3 on Appraise checks
Sea snake Sto p170
Sto p51
Masters gains a +3 on Bluff checks
Arctic Fox Fro p165
Fro p45
Masters gains a +3 on Move silently checks
Gyrfalcon MMI p273
Fro p45
Masters gains a +3 on Spot checks
Lemming MMI p278
Fro p45
Masters gains a +2 on Listen and Spot checks
Snowy owl MMI p277
Fro p45
Masters gains a +3 on Move silently checks
Penguin Fro p166
Fro p45
Masters gains a +2 on Fortitude saves
Puffin MMI p278
Fro p45
Masters gains a +3 on Survival checks
Huitzil DM p115
DM p116
Masters gains a +3 on Sleight of hand checks
Air elemental, Small MMI p95
RoW p162
Raptoran Sorcerer 1 ACF
Dung Snake SK p83
SK p140
Yuan-ti
Masters gains a +3 on Bluff checks
Reed Snake SK p84
SK p140
Yuan-ti
Masters gains a +3 on Bluff checks
Sewerm SK p85
SK p140
Yuan-ti
Masters gains a +3 on Bluff checks
Hairy Spider MoF p79
MoF p80
Compsognathus
- 318 p64
- 318 p69
Masters gains a +3 on Hide checks
Rhamphorhynchus
- 318 p68
- 318 p69
Masters gains a +3 on Initiative checks
Critic lizard Du110 p87
- 319 p36
Dark-sun
Masters gains a +2 on Reflex saves
Floater Du110 p88
- 319 p36
Dark-sun
Masters gains a +3 on Sense motives checks
Hurrum, speckled Du110 p89
- 319 p36
Dark-sun
Masters gains a +3 on Diplomacy checks
Jankx Du110 p90
- 319 p36
Dark-sun
Masters gains a +3 on Listen checks
Kes’trekei Du110 p91
- 319 p36
Dark-sun
Masters gains a +2 on Fortitude saves
Mulworm Du110 p93
- 319 p36
Dark-sun
Masters gains a +3 hit points
Ramphor Du110 p94
- 319 p36
Dark-sun
Masters gains a +3 on Spot checks
Z’tal Du110 p98
- 319 p36
Dark-sun
Masters gains a +3 on Intimidate checks
Turtle DMG p203
- 323 p98
Might be restrict to Abjurers
Masters gains a +1 to AC when prone or behind cover
Stat: Hedgehog without poison quills Hummingbird DMG p203
- 323 p98
Might be restrict to Conjurers
Masters gains a +4 on Initiative checks
Stat: Thrush Fly DMG p203
- 323 p98
Might be restrict to Diviners
Masters gains a +3 on Gather information checks
Stat: Thrush but Fine size Mink DMG p203
- 323 p98
Might be restrict to Enchanters
Masters gains a +3 on Diplomacy checks
Stat: Ferret Spider DMG p203
- 323 p98
Might be restrict to Evokers
Masters gains a +3 on Sleight of hand checks
Stat: Mouse Fox MMI p270
- 323 p98
Might be restrict to Illusionists
Masters gains a +2 on Will saves
Stat: Cat Vulture MMI p273
- 323 p98
Might be restrict to Necromancers
Masters gains a +4 on Fortitude saves to resist disease
Stat: Hawk Caterpillars DMG p203
- 323 p98
Might be restrict to Transmuters
Masters gains a +3 on Disguise checks
Stat: Mouse Butterfly or Moth DMG p203
- 323 p98
Changed from Caterpillar at level 5th
Masters gains a +3 on Spellcraft checks
Stat: Thrush Chameleon MMI p275
- 341 p88
Masters gains a +3 on Disguise checks
Stat: Lizard Crow MMI p278
- 341 p88
Masters gains a +2 on Fortitude saves
Stat: Raven Dark Chanting Ghosthawk MMI p273
- 341 p88
Masters gains a +2 on Will saves
Stat: Hawk Dog MMI p271
- 341 p88
Masters gains a +3 on Sense motives checks
Flying Fox MMI p278
- 341 p88
Masters gains a +3 on Sleight of hand checks
Stat: Raven Iguana MMI p275
- 341 p88
Masters gains a +3 on Climb checks
Stat: Lizard Monkey MMI p276
- 341 p88
Masters gains a +3 on Tumble checks
Night Lizard MMI p275
- 341 p88
Masters gains a +3 on Hide checks
Stat: Lizard Platypus DMG p203
- 341 p88
Masters gains a +3 on Swim checks
Stat: Hedgehog with poison claw instead of quills and bite Rabbit MMI p270
- 341 p88
Masters gains a +3 on Listen checks
Stat: Cat Squirrel MMI p278
- 341 p88
Masters gains a +3 on Jump checks
Stat: Rat Vampire Bat MMI p268
- 341 p88
Stat: Bat Badger MMI p268
- 352 p26
Masters gains a +3 on Knowledge(arcana) checks
Chipmunk
- 277 p65
- 277 p65
Masters gains a +2 on Reflex saves
3.0 Eagle MMI p272
- 277 p65
3.0 Groundhog
- 277 p65
- 277 p65
Masters gains a +2 on Fortitude saves
3.0 Otter
- 277 p65
- 277 p65
Masters gains a +2 on Swim checks
3.0 Constrictor Snake (Small)
- 277 p65
- 277 p65
3.0 Raccoon
- 280 p61
- 280 p61
Masters gains a +2 on Pick Pockets checks
3.0 Skunk
- 280 p61
- 280 p61
3.0 Golden the Clockwork Cat
- 299 p64
- 299 p64
Might need to be purchased or crafted
Unclear none or as Cat (+2 Move silently)