Awaken Familiar (5e Class)

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Awaken Familiar[edit]

<!-Introduction Leader->[edit]

Creating an Awaken Familiar[edit]


Quick Build

You can make a awaken familiar quickly by following these suggestions. First, Constitution should be your highest ability score, followed by dexterity. Second, choose the hermit background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Awaken Familiar you gain the following class features.

Hit Points

Hit Dice: 1d8 per Awaken Familiar level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Awaken Familiar level after 1st

Proficiencies

Armor: None
Weapons: Light weapons, Rapier, light crossbow, heavy crossbow, and hand crossbow
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 30 GD pouch

Table: The Awaken Familiar

Level Proficiency
Bonus
Features
1st +2 Primal Creature, Magical Traits, Witch's Bond
2nd +2 Helpful Familiar, Proper Familiar
3rd +2 Familiar's Role
4th +2 Ability Score Improvement
5th +3 Tag Team, Nimble Feet
6th +3 Ability Score Improvement
7th +3 Warding Bond
8th +3 Ability Score Improvement
9th +4 Familiar's Role Improvement
10th +4 Warning Cry
11th +4 Beast Support
12th +4 Ability Score Improvement
13th +5 Familiar's Role Improvement
14th +5 Purify Magic
15th +5 Furious Bond
16th +5 Ability Score Improvement
17th +6 Feral Instinces
18th +6 Familiar's Role Improvement
19th +6 Ability Score Improvement
20th +6 Familiar for Everyone

Primal Creature[edit]

At 1st level, you pick up common features from beasts. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Additionally, you gain proficiency in unarmed attacks and they deal 1d4 damage.

Magical Traits[edit]

At 1st level, you are a creature infused with great magic. You learn the message and mage hand cantrip.

Witch's Bond[edit]

At 1st level, you have a strong desire to help and protect spellcasters. After a long rest, you can form a bond with a spellcaster. While bonded this way, you are aware of each other's location at all times and you can telepathically communicate with each other up to 100 ft away.

Additionally, you and the bonded gain contain effects. As long as you and the bonded are within 30 ft of each other, both of party members gains 1d4 to all saving throws.

Helpful Familiar[edit]

At 2nd level, you are willing to help yourself and others. You can use your bonus action to make the disengage, dash, or help action

Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Proper Familiar[edit]

At 2nd level, you feel your connection with your bonded grow stronger. Your bonded can use their action to see through your eyes and hear what you hears until the start of the bonded creature's next turn, gaining the benefits of any Special Senses that the you has. During this time, bonded creature are deaf and blind with regard to their own Senses.

Additionally, when your bonded creature cast a Spell with a range of touch, you can deliver the spell as if you had cast the spell. Bonded creature must be within 100 feet of you, and you must use your Reaction to deliver the spell when bonded creature cast it. If the spell requires an Attack roll, you may use the bonded creature's Attack modifier for the roll.

Bonded creature can not cast Find Familiar spell as long as they are bonded to you.

Familiar's Role[edit]

At 3rd level, you chose a Familiar's Roles. Choose between Healer, Tank, Warrior, and Caster, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 13th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tag Team[edit]

At 5th level, you inspire others to join your fights. When you take an attack action, your bonded creature or a creature within 5 ft of you, can make one weapon attack without spending a reaction. This attack must target the same creature that you are attacking.

Nimble Feet[edit]

At 5th level, it is easier to be quick on your feet. Your speed increases by 10 feet while you aren’t wearing heavy armor.

Magic Recovery[edit]

At 6th level, you can harness your natural magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Warding Bond[edit]

At 7th level, you can use magic inside yourself to make you and your bonded resistant to magic. You and your bonded have resistance to damage from spells.

Warning Cry[edit]

At 10th level, you gain the ability warn others of an incoming attack. When a creature that you can see within 30 feet of you (not including yourself) makes an ability check or a saving throw, you can use your reaction to add your proficiency modifier to the roll.

You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.

Beast Support[edit]

At 11th level, you have the support of the wildlife. You know summon beast spell. You can cast this spell once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Purifying Magic[edit]

At 14th level, you can ease the woes of others by helping them. When you use the help action, you can end one spell on yourself or the creature that you are helping.

You can use this feature a number of times equal to your proficiency modifier. You regain expended uses when you finish a long rest.

Furious Bond[edit]

At 15th level, you can channel magic to your weapon. You and your bonded gains a bonus to weapon damage rolls equal to the your proficiency modifier.

Feral Senses[edit]

At 17th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Familiar with Everyone[edit]

At 20th level, you become the best familiar. When you use Witch's Bond, you can pick an extra five creatures to become your bonded.

Humanize (Optional Feature)[edit]

At 2nd level, you can take shape of a more human form. you can use your action to magically assume the shape of a humanoid that you have seen before. Once you have chosen a form, you can not change it. You can stay in a humanoid shape for a number of minutes equal to half your awaken familiar level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can use this feature once per long rest.

Treat this like Wild shape from the druid class. The wild shape's form is a commoner.

Familiar's Roles[edit]

Every familiar have a desire to find what is the best way to help their bonded. Usually, the bonded created this contract for a certain goal or reason. As such, it is common for the awaken familiar to fall into a role that best matches with the bonded's desire.

Healer[edit]

You fall into the role of a healer. You want to fix injuries and erase pain from others.

Positive Healing

At 3rd level, you are a font of energy that offers respite from injuries. You have a pool of positive energy represented by a number of d4s equal to your awaken familiar level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your awaken familiar level or less. Roll the spent dice and add them together. The target regains a number of hit points and gains a number of temporary hit points equal to the total.

You regain all expended dice when you finish a long rest.

Helping Hand

At 9th level, you can help others heal better. Whenever a creature cast a healing spell on you or a creature within 30 ft of you, you can use your reaction to reroll any 1s on the dice used for regaining hit points.

Regeneration

At 13th level, your healing becomes so great that you naturally heal yourself. You regain hit points equal to half of your awaken familiar level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Ulimimate Healing

At 18th level, you are a master of healing. Whenever you or your bonded is healed, using a healing spell, or use a healing ability, it instead use the highest number possible for each die. For example, instead of restoring 2d4 hit points to a creature, it restores 8.

Warrior[edit]

Your role to to fight other. You have the desire to enter a the battle field

Fighter's Spirit

At 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature once per short or long rest.

Magic Infused Strikes

At 3rd level, you find a way to cause magic to cover up your unarmed attacks. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Extra Attack

At 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hit Harder

At 9th level, you become a master of unarmed attacks. Your unarmed attacks is 1d6. At 13th level, it is 1d8. At 18th level, it is 1d10.

Fighting Style

At 13th level, you train into a certain fighting style. You gain one fighting style from the Fighter class.

Battle Ready

At 18th level, you are ready to take on any problems. You can use Fighter's Spirit six times until you need a short or long rest.

Tank[edit]

You take the role of tank. You desire to take all the attacks so that your allies will be safe.

Thick Skin

At 3rd level, your skin thickens from the constant attacks. Your maximum hit points is increased by 6. Each time you gain a level in Awaken Familiar, you gain 2 more maximum hit points.

Come at Me

At 3rd level, you are good at taunting others. As a bonus action, you enter your taunting stance that last for 1 minute. While you’re in taunting stance, the first creature you hit with an attack on your turn becomes victim to your taunts,, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.

You can enter your taunting stance once per short or long rest.

Warding Maneuver

At 9th level, you learn to fend off strikes directed at you, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your proficiency modifier and you regain all expended uses of it when you finish a long rest.

Hold the Line

At 13th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Only a Flesh Wound

At 18th level, you have become used to multiple attacks hitting you. You gain resistance to bludgeoning, piercing, and slashing damage.

Caster[edit]

Your role is spell caster. You can channel magic power to help others.

Spellcaster

At 3rd level, you augment your familiar prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn one cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Caster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom or Charisma is your spellcasting ability for your wizard spells, since you learn your spells through self discovery. You use your Wisdom or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom or Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier

Spell attack modifier = your proficiency bonus + your Wisdom or Charisma modifier

Caster Spellcasting Table
Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level
3 1 3 2 - - -
4 1 4 3 - - -
5 1 4 3 - - -
6 1 4 3 - - -
7 1 5 4 2 - -
8 1 6 4 2 - -
9 1 6 4 2 - -
10 2 7 4 3 - -
11 2 8 4 3 - -
12 2 8 4 3 - -
13 2 9 4 3 2 -
14 2 10 4 3 2 -
15 2 10 4 3 2 -
16 2 11 4 3 3 -
17 2 11 4 3 3 -
18 2 11 4 3 3 -
19 2 12 4 3 3 1
20 2 13 4 3 3 1
Strong Hand

At 3rd level, your mage hand is much stronger than your normal mage hand. Your mage hand can lift up weights and other objects by using your strength score instead of a limit of 10 pounds, as if you were the one lifting those objects. Additionally, you can use your mage hand to use tools and activate magic items. It cannot be use as the Somatic component of your spells. You do not gain any benefits of holding shield with mage hand. Weapon attacks with mage hand has disadvantage to hit.

Focus Fire

At 9th level, you are good at weakening and distracting foes from your allies. When you use your help action to help your bonded, the enemy creature has disadvantage to the next saving throws to resist spells casted by your bonded until the start of your next turn.

You can use this ability up to your spell casting modifier until you need a short or long rest to replenish your reserves.

Helping Hand

At 13th level, you learn to help others with your mage hand. Your mage hand can reach up to 60 ft. Additionally, when you use the help action, you can help a creature within 5 ft of the mage hand.

Two Way Bond

At 18th level, your connection with your bonded reach to a new level. You can cast touch and self spells from the location of your bonded.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Awaken Familiar class, you must meet these prerequisites: total character level or CR of 1 or lower

Prerequisites. To qualify for multiclassing out of the Awaken Familiar class, you must meet these prerequisites: 13 wisdom

Proficiencies. When you multiclass into the Awaken Familiar class, you gain the following proficiencies: simple weapons

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