Initial casting
- Requires d8 days to bond
- Target must be willing to form the bond. Normal creatures have the Int raised by 4, with a minimum of 8 INT no matter what.
- Mage loses -1 CON that forms the bond between the two beings. Note: This lost CON is returned if the familiar dies or under certain circumstances later.
After the bond is formed, the following benefits are gained:
- Both of you gain basic empathy when touched and within 5ft of one another.
- You can share a single sense (chosen when bonded, e.g, sight, smell, etc.) between the two of you. Its unidirectional at this point, so when one is seeing, the other cannot.
- Each of you can sense the other's health.
- Familiar provides is equivalent attribute bonus to yours to determine magic benefits from your class, e.g., mage would gain any benefits the familiar provides to INT.
- Familiar can take over the maintenance of any spell you have already cast or give the maintenance back to you.
LEVEL 3
- Shared empathy and shared senses range extends to one mile.
- Non-native familiars become "naturalized" to your realm.
- A shared sense is be-directional, e.g., both see the same thing if desired, one overlaying the other or completely eclipsing if desired.
- Familiar can finish casting any spell you begin or being a spell and pass it to you.
- Familiar can provide advantage on a single mage-related skill check or spell casting once per day.
LEVEL 5
At this juncture, you must choose a path to take with the familiar.
Icon
In this path the familiar becomes a representation, or icon of power for you. The bonds between you loosen at a personal level and connect more on an arcane and magical one.- At 5th level, the familiar returns the -1 CON lost from the initial bonding. It becomes ethereal and more sensed than physically present. It provides advantage on a rolls with spells once per turn but when not present you are disadvantaged with spells.
- At 7th level, you gain the benefit of Eldritch dodge when the familiar is present. This provides a percent change equal to your INT to dodge a magic spell cast at you as a target or in an area you are within.
- At 9th level, your iconic familiar affects the area around you so powerfully that magic outside of your own can fail in your presence. Magic cast within your level x 5ft is considered disadvantaged (Authoritative strength).
- At 11th level, familiar becomes an icon of one type of magic, permanently adjusting its form to be formed of this power. It becomes immune to this power and provides resistance to the same to the Mage.
- At 15th level, familiar shares its immunity with the mage.
- If present when the Mage employs a spell of its power type, it gains advantage and +4 on all rolls.
- If the familiar or mage is attacked by this power type, the familiar can absorb the spell instead. The spell is considered stored and can be used at half the original castor level.
Gestalt
On this path, you and the familiar slowly blend into one single being that is combined into two bodies.- At 5th level, the familiar returns the -1 CON lost at the initial bonding. When one of your would drop below zero HP, the other takes the HP damage instead, as long as you are touching or within 5ft of one another.
- At 7th level, you can take on a non-transformational aspect of the familiar, such as communication, detection, senses or some similar talent.
- At 9th level, you can take on one aspect of the familiar or employ one of its powers as if they were your own.
- Empathic bond upgrades to Telepathic bond.
- At 11th level, you and the familiar can merge into a single form if desired, combining the powers of both of you into one. This gestalt merge contains the highest attributes and bonuses of both creatures.
- At 15th level, you become one complete being across two bodies. As long as one of you exists, so does the other. If one body is destroyed, it can be recreated (see GM).
Ritual
On this path the familiar takes on a symbolic representation that forms a geometric formation centered on you and it. This ritual grows in strength and power as you and the familiar level.
- At 5th level, the familiar becomes a level 1 Mage. Their spells come from your spell list initially but they can gain, gather and create their own spells at this point. They gain 10% of the experience you gain when you adventure together.
- At 7th level, if you both cast the same spell simultaneously, you can combine your bonuses and have advantage to have the spell succeed.
- Familiar is considered to have access to all the same teamwork related skills as the Mage.
- At 9th level, you and the familiar can define two spells that work synergistically with one another. When one is cast, the second is immediately cast as well. Both of you must be able to cast the spells listed but any number of synergistic spells can be defined. Mechanically, this is a single roll that will fire off two spells one the same initiative count.
- At 11th level, familiar and you can spread spell effects to one another.
- A spell cast on one can affect the other and vice versa -- just not both unless in the description of the spell.
- A spell cast by you can begin from the familiar or vice versa.
- At 15th level, once per day you can designate any spell that will gain completely be regenerated after cast. This also occurs any time you make a critical success (20) on a d20 roll when casting a spell as well.
Basics of Familiar strategies:
- direct combat (damage, combat maneuvers, flanking buddy)
- battlefield control (dropped objects)
- touch spell delivery
- scout/messenger
- magic (spells, SLAs, UMD)
- transport (people, equipment)
- bonuses (conferred abilities, skill assists)