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Welcome to The Book of Familiars, a d20 sourcebook meant to expand upon two of the most intriguing mystical elements of fantasy games – familiars and animal companions. The Book of Familiars is a resource for expanding the role of familiars and animal companions in your campaign by providing an assortment of new rules and options. Using the new rules found herein, not only can characters of any class now summon familiars and animal companions, but the familiars and animal companions so summoned possess a much greater potential for versatility and power. A word of explanation. This book requires that you have access to the Player’s Handbook (PHB), the DMG, and the MM published by Wizards of the Coast. Throughout this book, we have used the term ‘DM,’ to indicate the person running the game, and ‘player character’ or ‘PC’ to refer to the characters created for the game. All character, kingdom or world names mentioned herein are meant as examples only, as The Book of Familiars is meant to serve as a generic sourcebook for all d20 fantasy campaigns. From beyond the arcane curtain, ~Layith of the White Order of the school of Aranowl upon the Isle of Eleriath An Overview of the New Options

The following is a short synopsis of the new options available in this book concerning familiars and animal companions: New Feats: All characters, other than wizards and sorcerers, need to take the Summon Familiar feat (described later in Chapter one) in order to gain a familiar. Additional feats – such as Improved Familiar (from the DMG, but provided in this chapter with expanded information) and Supreme Familiar (also detailed in this chapter) – allow characters to gain more powerful familiars. In addition, an assortment of other feats allow players to increase the power of their character’s existing familiars. Similarly, characters without the class ability to summon animal companions can now take the Animal Companion feat (described later in this chapter) to duplicate its effects – allowing characters of any class to gain an animal companion. New Powers: More than one hundred new powers are defined herein, and each class has their own type of familiar defined by a unique power progression. These include improved and supreme powers. New Tricks: A variety of new tricks have been provided for animal companions. Summoning Rituals: Each class has its own summoning ritual for acquiring familiars, and several generic rituals are provided you for a wide variety of options. New Familiars and Animals: Rules are included for more than two hundred possible familiars – including complete statistics for more than seventy new animals and monsters. The exact nature and powers of a particularSample familiar depend uponfile the character class of the master, and the decisions you make as the player in summoning and empowering the familiar. Some of these details are found in this chapter (such as New Feats and New Special Abilities), but additional information can be found in the class-dedicated chapters later in the book. Table of Contents

Introduction 3 Chapter Two: Barbarian 31 Chapter One: Familiars & Animal Companions 5 Barbarians & Familiars 32 New Feats 6 Totems 32 Table 1-1: Fey Companion Strength 9 Table 2-1: Barbarian Familiars 35 Familiar Special Abilities 15 Barbarian Familiars Abilities 36 Greater Familiar Special Abilities 18 Barbarian Spirit Guides 36 Supreme Familiar Special Abilities 22 Barbarian Special Mounts 36 Familiars in the Game 25 Table 2-2: Nature Fetish Aspects 37 Gaining a Familiar 25 Table 2-3: Special Mount Abilities 39 Roleplaying a Familiar 25 Chapter Three: Bard 40 Death of a Familiar 26 Bards & Familiars 40 Death of a Master 26 Summoning & Secret Songs 40 Dismissing a Familiar 26 Table 3-1: Bard Familiar Abilities 42 Protecting a Familiar 27 Bard Familiars 43 Familiar Special Affects 27 Bard Familiar Abilities 43 Table 1-2: Standard Familiars 28 Table 3-2: Fey Companions 44 Table 1-3: Greater Familiars 29 The Song of the Muse 45 Table 1-4: Supreme Familiars 30 Table 3-3: Muses 45 Muse Songs 48 3 The Book of Familiars

Sorcerer’s Song & Mercurial Familiars 49 Aura Spirits 99 Table 3-4: Bard Familiar Abilities-Mercurial 50 Standard Spirit Armor Powers 101 Bard Familiar Abilites-Mecurial 51 Chapter Nine: Rangers 103 Chapter Four: Cleric 52 Rangers & Familiars 103 Clerics & Familiars 53 Ranger Familiars 104 Summoning Rituals 53 Ranger Familiar Abilities 104 The Dreaming 53 Table 9-1: Ranger Familiar Abilities 105 The Messenger 53 Summoning Ritual 107 The Quest 53 Sacred Sites by Terrain 108 Domain Familiars 53 Chapter Ten: Rogues 114 Communion Familiars 54 Rogues & Familiars 114 Cleric Familiar Abilities 54 Rogue Familiars 115 Table 4-1: Domain Familiars 55 Rogue Familiar Abilities 115 Table 4-2: Cleric Familiar Abilities 56 Table 10-1: Rogue Familiar Abilities 116 Chapter Five: Druid 57 Shadow Pact 117 Druids and Familiars 57 Shadow Familiar Properties 117 Summoning Ritual 58 Shadow Familiar Abilities 118 Familiars by Terrain 58 Table 10-2: Shadow Familiar Abilities 121 Table 5 -1 Druid Familiars Abilities 62 Chapter Eleven: Sorcerer 120 Druid Familiar Abilities 63 Sorcerers & Familiars 120 Elemental Familiars 63 The Methetherial 121 Elemental Familiar Abilities 64 The Summoning 122 Table 5-2 Druid Familiars Abilities-Element 65 Table 11-1 Summoning Challenge 123 Chapter Six: Fighter 67 Binding Familiars 123 Fighters & Familiars 67 Types of Familiars 124 Summoning Ritual 67 Animistic Familiars 124 Magical Assistance 68 Table 11-2: Sorcerer Familiar - Animistic 125 Folk Ritual 68 Automaton Familiars 127 Quest 68 Table 11-3: Sorcerer Familiar - Automaton 127 Trail by Faith 68 Sorcerer Familiar Abilities - Automaton 128 Trail of the Fey 69 Fetish Familiars 128 Trail by Legend 69 Sorcerer Familiar Arcane Fetish 129 Table 6 - 1: Fighter Familiars Abilities 71 Table 11-4: Sorcerer Familiar Fetish 130 The Hero Weapon 72 Mercurial Familiars 131 Fighter Familiar Abilities 72 Wyrm Familiars 131 Table 6 -2: Hero’s Weapons 75 Table 11-5: Sorcerer Familiar Mecurial 132 Hero’s Weapon Abilities & Feats 75 Sorcerer Familiar Abilities - Mercurial 133 Chapter Seven: MonkSample 76 fileTable 11-6: Supreme Sorcerer Familiar -Wrym 135 Monks & Familiars 76 Chapter Twelve: Wizard 136 Summoning Ritual 76 Wizards & Familiars 136 Monk Familiars 76 Summoning Ritual 137 Monk Famaliars Abilities 77 Wizard Familiar Abilities 137 Table 7 - 1: Monk Familiar Abilities 78 Guardian Familiars 137 Ancestral Spirits 79 Table 12-1:Wizard Familiar Abilities 138 Table 7 -2: Monk Familiar Ancestral 80 Diabolical Servants 139 Ancestral Abilities 81 True Names and False Names 140 Chapter Eight: Paladin 86 Homunculi 140 The Paladin’s Special Mount 84 Appendix A: New Animals 142 Paladin Mounts 85 Appendix B: New Monsters 156 Paladin Mount Abilities 85 Fey Companions 160 Table 8 - 1:Paladin’s Special Mount 87 New Homunculi 167 Mounts and Familiars by Race 87 Appendix C: New Spells 175 Mounts by Doctrine 89 Appendix D: Magic Items 177 Paladin Familiars 91 Appendix E: Prestige Classes 180 Familiar Abilities 92 Table 8 - 2: Paladin Familiar Abilities 93 Spirit Familiars 92 Summoning Ritual 94 Spirit Weapons 94 Spirit Armor 96 Table 8 -3: Spirit Weapon 97 Spirit Weapon Powers 98 Table 8-4: Spirit Armor 99

4 Familiars & Animal Companions Chapter One: Familiars & Animal Companions

Hit Dice: For the purposes of effects related to number What’s the Difference? of Hit Dice, use the master’s character level or the familiar’s What’s the difference between a familiar and an animal com- normal HD total, whichever is higher. panion? On the surface, after all, both of them look pretty Hit Points: The familiar has one-half the master’s total similar. The essential distinction is this – while both familiars hit points (not including temporary hit points), rounded down, and animal companions are magical creatures loyal to their regardless of its actual Hit Dice. See the ‘Sorcerer’ entry of masters, only animal companions are actually free-willed com- Chapter 3 of the PHB for an example. panions who serve of their own accord. Like other NPCs, Attacks: Use the master’s base attack bonus, as calcu- they do not always do as their PC master wishes, and they lated from all his classes. Use the familiar’s Dexterity or are subject to whims of their own. The binding that links a Strength modifier, whichever is greater, to get the familiar’s master to a familiar is much more powerful, in many ways melee attack bonus with natural weapons. Damage equals making the two almost one being. As a consequence, most that of a normal creature of the familiar’s kind. familiars are always obedient, obeying their master’sSample com- fileSaving Throws: For each saving throw, use either the mands above all else. familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0 This distinction also leads to other differences – famil- for standard familiars) or the master’s (as calculated from all iars are sentient, while animal companions are not. So while his classes), whichever is better. The familiar uses its own animal companions can be trained to perform an assortment ability modifiers to saves, and it doesn’t share any of the of tricks (see the Handle Animal skill in Chapter 4 of the PHB other bonuses the master might have on saves (from magic as well as the ‘Animal Companion Tricks’ section later in this items or feats, for example). chapter), they simply are not intelligent enough to perform Skills: For each skill in which either the master or the certain tasks or communicate complex information to their familiar has ranks, use either the normal skills for an animal of masters in the same way familiars can. In addition, familiars that type or the master’s skill ranks, whichever are better. In often possess a wide assortment of magical powers, while either case, the familiar uses its own ability modifiers. Re- animal companions rarely have more than a few such powers gardless of a familiar’s total skill modifiers, some skills (such related to their master. On the other hand, animal companions as Craft) may remain beyond the familiar’s ability to use. are far more physically imposing and powerful than familiars, Familiar Special Abilities: All familiars have special abili- and they are generally far more suited to the role of guardian ties (or impart abilities to their masters) depending to the or battle companion. level of the master and the class they are associated with. Each class description in the following chapters includes Familiar Basics three charts: Standard Familiar Special Abilities, Greater Fa- miliar Special Abilities, and Supreme Familiar Special Abili- Use the basic statistics for a creature of the familiar’s kind, as ties. Each familiar improves according to their respective given in the MM, Tome of Horrors by Necromancer Games, or chart. The special abilities are described in their own section Appendices A & B, but make the following changes: at the end of this chapter for ease of reference.

5 The Book of Familiars

New Feats The following new feats are meant to provide players with a wider range of options concerning their familiars and animal companions:

Familiar Feats Prerequisite Defense of the Familiar Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat). Empower Familiar* Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat). Empower Familiar, Greater* Empower Familiar or Summon Greater Familiar. Empower Familiar, Supreme* Greater Empower Familiar or Summon Supreme Familiar. Improved Familiar Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat), compatible alignment, sufficiently high level (see the individual class descriptions in Chapters 2 thru 12). Improved Sensory Familiar Sensory Familiar. Meditative Conveyance Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat). Meditative Conveyance, Improved Meditative Conveyance. Sensory Familiar Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat). Strike of the Familiar Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat).

General Prerequisite Animal Companion* —- Barbarian’s Mount Barbarian level 5th+. Companion Tricks Animal Companion, Handle Animal 5 ranks. Dichotomous Feat Sorcerer or Wizard level 1st+, ability to summon multiple familiars (via adding the appropriate Summon Familiar feats). Empower Mount* Paladin level 5th+ or Barbarian’s Mount feat. Enhance Hero’s Weapon* Hero’s Weapon feat. Enlarge Mount* Paladin level 5th+ or Barbarian’s Mount feat. Expanded Terrain Druid or ranger level 1st+, Summon Familiar feat. Fey Companion* Bard level 6th+. Hero’s Weapon Fighter level 1st+, Cha 13. Joined Turning Summon Familiar feat, ability to turn undead. Song of the Muse Bard level 5th+.Sample file Special Mount, Greater Barbarian or Paladin level 7th+, Barbarian’s Mount feat or paladin’s special mount class ability. Special Mount, Supreme Barbarian or Paladin level 12th+, Greater Special Mount feat. Spur Mount Ride 1 rank. Summon Diabolic Servant Any neutral or evil alignment, arcane spellcaster level 1st+. Summon Familiar* —- Summon Greater Familiar* Ability to summon a familiar (sorcerer/wizard level 1 or the Summon Familiar feat), compatible alignment, sufficiently high level (see the individual class descriptions in Chapters 2 thru 12). Summon Supreme Familiar* Compatible alignment, sufficiently high level (see the individual class descriptions in Chapters 2 thru 12), Summon Greater Familiar. Vermin Companions Animal Companion feat or class ability.

Item Creation Prerequisite Craft Nature Fetish Barbarian level 5th+, Craft (gemcutting or sculpting) 1 rank. Craft Woodland Familiar* Druid level 10th+, Summon Familiar feat.

* You can take this feat multiple times.

6