Familiar (4e Feat)

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By Quidamus [1]

Familiar

You can replace your Warlock's Curse or Hunter's Quarry power with with a creature that deals damage instead, which does between d6 and d10 damage per tier.
Prerequisite: Warlock or Ranger
Benefit: You can replace Warlock's curse or Hunter's Quarry class feature and replace it with the "Familiar" class feature, which allows you to use a familiar creature to attack your enemies and do a roughly equivalent amount of damage as your Warlock's Curse or Hunter's Quarry class feature. The familiars' do a roughly equivalent amount of damage to the Warlock's Curse or Hunter's Quarry class feature, and can attack creatures with a minor action, even those you are not adjacent to or attacking. The Familiar can make move, minor and standard actions on it's turn, although your character must take a minor action action for the creature to attack. The familiar is augmented by the same feats which modify the Hunter's Quarry or Warlock's curse feat, with the exception of lethal hunter. Although some of the familiar creatures are necrotic, undead or beast themed, you may choose either of the options when replacing your class feature, regardless if you are a warlock or ranger. Furthermore, the exact familiar you choose can use any mechanical traits of any of the group types presented, so for instance a wolf could use bear statistics, or a raptor (bird) could be replaced by a giant insect and so on. For roleplay purposes, various creatures may replace the given statblock for a given creature outline, so for example creatures such as a velociraptor could replace the wolf, or a small dragon the raptor, and so on, to fit roleplay or thematic purposes. While any creature can function as any creature for roleplay elements, it is wise to choose a creature with similar mechanical features, such as a bat or eagle to replace the raptor, instead of a flying wolf. Familiar's do not grant combat advantage to your character, but do grant combat advantage to your allies, with exception with the wolf Familiar. Familiar's increase their defenses by 1/2 your level, and their health remains a fraction of your health (so it would be half your health at level 21, 22 etc.). Familiar's have no healing surges, but you may spend a healing surge when a power would otherwise allow your familiar to regain healing surges; you may use your healing surge value when determining how many hitpoints the familiar regains. When your familiar dies in combat and fails it's last death saving throw, it is instead unconscious, and regains consciousness at the end of battle with 1 hitpoint. In this way familiar's cannot die, but when they are dead they cannot be used for the rest of the encounter. Your familiar only potentially dies when your character dies, and in this event you may choose another familiar.


Mechanically, the Familiar feature is both stronger and weaker than the Hunter's Quarry or Warlock's curse. The closest creature to you does not need to be designated your quarry or curse, meaning you can improve your damage output without being as constrained. In addition, the Familiar can target a creature other than you, increasing how many different targets you can damage, which is particularly useful against minions or low health enemies. However, you must use a minor action for them to attack a target. While a Warlock's curse or Ranger's Quarry only needs a minor action when it's first applied, you must always use a minor action for a familiar to attack. Therefore you are going to being using your minor action to attack almost every turn, making other minor actions far harder to perform without losing damage. In addition if you choose a certain Familiar, you might do less damage than an enhanced Ranger's Quarry or Warlock's Curse. Familiar's can absorb extra damage making them potentially a damage sponge, however, they can also die, ridding you of your extra bonus damage. All Familiar's have their damage double at level 11, and triple at level 21. So if a Familiar did 1d8 worth of damage, they instead do 2d8 at level 11 and 3d8 at level 21.


Beasts[edit]

You can choose from the Bear, Boar, Cat, Raptor, Serpent, Lizard, Spider, or Wolf beast familiars. The bear does d10 damage, while the raptor does d6 damage per tier, and the rest of the creatures do a d8 damage on a successful hit. Some creatures have special abilities, so for instance a spider has a climb speed of 6, the raptor (bird) has a fly speed of 8, and the Serpent has a Swim speed of 7. Some creatures have special abilities, such as the spider which gains an encounter power which allows it to immobilize a creature, while the wolf grants combat advantage to the user when flanking. For quick reference, Bears deal high damage (1d10), boars have high defenses (19 AC), cats have a speed of 7 and can climb 6, Raptor's have a fly speed of 8, Serpent's have a swim speed of 7, Spider's have a climb speed of 6 and have a special immobilizing attack, and Wolves grant flanking bonuses when they attack. Roleplay wise any of these mechanical statblocks can be replaced with a beast of any type, so for example a Raptor can become a bat, small dragon or other such creatures, while a Boar may act as a wolf, bear, displacer cat, cougar and so on. Magical beasts of no particular type can also be used, with any particular statblock role merely being a mechanical and not thematic representation.

Bear
Level 1 Soldier
Medium Natural Humanoid (Beast)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 16; Fortitude 14, Reflex 14, Will 11 Perception Warlock or Ranger +1
Speed 6 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 2 vs. AC
Hit: 1d10 damage, 2d10 at level 11, 3d10 at level 21
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 4 vs. AC
Hit: On a successful hit, the target is grabbed (immobilized), and takes a -1 penalty to attack rolls. While the target is grabbed, the bear may continue to attack.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 20 (5) Dex 14 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Boar
Level 1 Soldier
Medium Natural Humanoid (Beast)
XP N/A
HP 3/4 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 19; Fortitude 15, Reflex 14, Will 12 Perception Warlock or Ranger -1
Speed 5 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 18 (4) Dex 16 (3) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Cat
Level 1 Soldier
Medium Natural Humanoid (Beast)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 17; Fortitude 15, Reflex 14, Will 12 Perception Warlock or Ranger -1
Speed Move 7, Climb 6 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 3 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 12 (3) Dex 18 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Raptor
Level 1 Soldier
Medium Natural (Beast)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 16; Fortitude 14, Reflex 16, Will 13 Perception Warlock or Ranger -1
Speed Fly 8 (Hover, Altitude 2), Move 6 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 3 vs. AC
Hit: 1d6 damage, 2d6 at level 11, 3d6 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (Wis), Perception (Wis)
Str 12 (3) Dex 18 (2) Wis 8 (-1)
Con 14 (2) Int 10 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Serpent
Level 1 Soldier
Medium Natural (Beast)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 17; Fortitude 15, Reflex 14, Will 12 Perception Warlock or Ranger -1
Speed Move 6, Swim 7 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 12 (3) Dex 18 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Spider
Level 1 Soldier
Medium Natural (Beast)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 17; Fortitude 15, Reflex 14, Will 12 Perception Warlock or Ranger -1
Speed Move 6, Climb 6 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
Unarmed Spider's Web ♦ Encounter
Attack: Warlock or Ranger's Highest ability modifier + 3 vs. Reflex
Hit: The target is immobilized (save ends).



Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 16 (3) Dex 16 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Wolf
Level 1 Soldier
Medium Natural Humanoid (Beast)
XP N/A
HP 3/4 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 17; Fortitude 15, Reflex 15, Will 13 Perception Warlock or Ranger -1
Speed Move 7 Low-light Vision
Resist Warlock or Ranger's resistances
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability modifier + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
Special: If flanking with an ally before or after this attack is made, that creature can gain combat advantage against the target.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 18 (3) Dex 16 (2) Wis 8 (-1)
Con 12 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None

Demon[edit]

You may choose from the Feral imp, Felhunter, Voidwalker, Felguard, and Succubus familiar. Feral imp's can target reflex with ranged attacks, Felhunters can target reflex with a melee attack, Voidwalkers have unusually high defenses, Felguards deal more damage than average, and Succubus Familiar's have a higher chance to hit vs. AC.


Feral Imp
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 16; Fortitude 14, Reflex 15, Will 13 Perception Warlock or Ranger -1
Speed 6 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Ranged ♦ At-Will
Attack: Warlock or Ranger's Highest ability + 2 vs. Reflex
Hit: 1d4 + 2 damage, 2d4 + 4 at level 11, 3d4 + 6 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 16 (3) Dex 14 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Fel Hunter
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 16; Fortitude 14, Reflex 15, Will 14 Perception Warlock or Ranger -1
Speed 7 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability + 2 vs. Reflex
Hit: 1d6 damage, 2d6 at level 11, 3d6 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Stealth (Dex),
Str 16 (3) Dex 14 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Voidwalker
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 3/4 Warlock or Ranger's; Bloodied Half-hp Initiative Warlock or Ranger
AC 19; Fortitude 15, Reflex 14, Will 13 Perception Warlock or Ranger -1
Speed 5 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability + 2 vs. AC
Hit: 1d6 damage, 2d6 at level 11, 3d6 at level 21
Special: The target is marked until the end of your next turn, and takes a -2 penalty to all attack rolls that don't include you or the familiar.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 18 (3) Dex 14 (2) Wis 8 (-1)
Con 16 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Felguard
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 16; Fortitude 15, Reflex 14, Will 13 Perception Warlock or Ranger -1
Speed 6 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability + 2 vs. AC
Hit: 1d10 damage, 2d10 at level 11, 3d10 at level 21
Utility Vigor ♦ Encounter
Trigger: You target a creature with an attack.
Effect: The attack deals an extra d10 of damage.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 18 (3) Dex 14 (2) Wis 8 (-1)
Con 16 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Succubus
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 1/2 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 17; Fortitude 15, Reflex 14, Will 13 Perception Warlock or Ranger -1
Speed 6 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's Highest ability + 3 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21


Utility Phase ♦ Encounter
Trigger: You target a creature with an attack
Effect: You can target reflex with that attack.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex),
Str 16 (3) Dex 16 (2) Wis 12 (-1)
Con 16 (3) Int 10 (0) Cha 12 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None

Undead[edit]

Zombies and Abomination's deal 1d8 extra damage on an attack, and the Zombie has an extra encounter power, sunder, which allows them to reduce their target's defense by 1, while abomination's have an extra at-will that allows them to pull an enemy adjacent to them or your character.

Zombie
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 3/4 Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 18; Fortitude 15, Reflex 14, Will 13 Perception Warlock or Ranger -1
Speed 6 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's highest ability modifier + 2 vs. AC
Hit: 1d8
Standard Actions
Unarmed Sunder ♦ At-Will
Attack: Warlock or Ranger's Strength + 3 vs. AC
Hit: 1d6 damage. In addition, the target takes a -1 penalty to one defense of choice until the end of your next turn.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Intimidate (Str)
Str 18 (4) Dex 16 (3) Wis 10 (0)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None


Abomination
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP Warlock or Ranger; Bloodied Half-hp Initiative Warlock or Ranger
AC 18; Fortitude 15, Reflex 13, Will 11 Perception Warlock or Ranger -1
Speed 6 Low-light Vision
Resist Warlock or Ranger's resistances
Vulnerable Radiant 3
Undead Minion
}
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Warlock or Ranger's highest ability modifier + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
Unarmed Ranged Hook ♦ At-Will
Attack: Warlock or Ranger's Strength +3 vs. AC
Hit: 1d6 damage, 2d6 at level 11, 3d6 at level 21
Effect: You pull the target to a square adjacent to either the Abomination or Warlock or Ranger, if the Warlock or Ranger is within range of the power.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 16 (3) Dex 14 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Warlock or Ranger's
Equipment None
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