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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.





  1. 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.

  1. 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.

  1. 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.

  1. 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

  1. 318 p64
  1. 318 p69

Masters gains a +3 on Hide checks

Rhamphorhynchus

  1. 318 p68
  1. 318 p69

Masters gains a +3 on Initiative checks

Critic lizard Du110 p87

  1. 319 p36

Dark-sun

Masters gains a +2 on Reflex saves

Floater Du110 p88

  1. 319 p36

Dark-sun

Masters gains a +3 on Sense motives checks

Hurrum, speckled Du110 p89

  1. 319 p36

Dark-sun

Masters gains a +3 on Diplomacy checks

Jankx Du110 p90

  1. 319 p36

Dark-sun

Masters gains a +3 on Listen checks

Kes’trekei Du110 p91

  1. 319 p36

Dark-sun

Masters gains a +2 on Fortitude saves

Mulworm Du110 p93

  1. 319 p36

Dark-sun

Masters gains a +3 hit points

Ramphor Du110 p94

  1. 319 p36

Dark-sun

Masters gains a +3 on Spot checks

Z’tal Du110 p98

  1. 319 p36

Dark-sun

Masters gains a +3 on Intimidate checks

Turtle DMG p203

  1. 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

  1. 323 p98

Might be restrict to Conjurers

Masters gains a +4 on Initiative checks

Stat: Thrush Fly DMG p203

  1. 323 p98

Might be restrict to Diviners

Masters gains a +3 on Gather information checks

Stat: Thrush but Fine size Mink DMG p203

  1. 323 p98

Might be restrict to Enchanters

Masters gains a +3 on Diplomacy checks

Stat: Ferret Spider DMG p203

  1. 323 p98

Might be restrict to Evokers

Masters gains a +3 on Sleight of hand checks

Stat: Mouse Fox MMI p270

  1. 323 p98

Might be restrict to Illusionists

Masters gains a +2 on Will saves

Stat: Cat Vulture MMI p273

  1. 323 p98

Might be restrict to Necromancers

Masters gains a +4 on Fortitude saves to resist disease

Stat: Hawk Caterpillars DMG p203

  1. 323 p98

Might be restrict to Transmuters

Masters gains a +3 on Disguise checks

Stat: Mouse Butterfly or Moth DMG p203

  1. 323 p98

Changed from Caterpillar at level 5th

Masters gains a +3 on Spellcraft checks

Stat: Thrush Chameleon MMI p275

  1. 341 p88

Masters gains a +3 on Disguise checks

Stat: Lizard Crow MMI p278

  1. 341 p88

Masters gains a +2 on Fortitude saves

Stat: Raven Dark Chanting Ghosthawk MMI p273

  1. 341 p88

Masters gains a +2 on Will saves

Stat: Hawk Dog MMI p271

  1. 341 p88

Masters gains a +3 on Sense motives checks

Flying Fox MMI p278

  1. 341 p88

Masters gains a +3 on Sleight of hand checks

Stat: Raven Iguana MMI p275

  1. 341 p88

Masters gains a +3 on Climb checks

Stat: Lizard Monkey MMI p276

  1. 341 p88

Masters gains a +3 on Tumble checks

Night Lizard MMI p275

  1. 341 p88

Masters gains a +3 on Hide checks

Stat: Lizard Platypus DMG p203

  1. 341 p88

Masters gains a +3 on Swim checks

Stat: Hedgehog with poison claw instead of quills and bite Rabbit MMI p270

  1. 341 p88

Masters gains a +3 on Listen checks

Stat: Cat Squirrel MMI p278

  1. 341 p88

Masters gains a +3 on Jump checks

Stat: Rat Vampire Bat MMI p268

  1. 341 p88

Stat: Bat Badger MMI p268

  1. 352 p26

Masters gains a +3 on Knowledge(arcana) checks

Chipmunk

  1. 277 p65
  1. 277 p65

Masters gains a +2 on Reflex saves

3.0 Eagle MMI p272

  1. 277 p65

3.0 Groundhog

  1. 277 p65
  1. 277 p65

Masters gains a +2 on Fortitude saves

3.0 Otter

  1. 277 p65
  1. 277 p65

Masters gains a +2 on Swim checks

3.0 Constrictor Snake (Small)

  1. 277 p65
  1. 277 p65

3.0 Raccoon

  1. 280 p61
  1. 280 p61

Masters gains a +2 on Pick Pockets checks

3.0 Skunk

  1. 280 p61
  1. 280 p61

3.0 Golden the Clockwork Cat

  1. 299 p64
  1. 299 p64

Might need to be purchased or crafted

Unclear none or as Cat (+2 Move silently)