Familiar (5e Race)

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Familiar

If anyone could help me resize these images to be smaller, that would be great.
“Arcanist Feat” made by

Familiars are less a unified Race, and more a collaboration of races with similar interests and ability. Be they Fiend, Fae, or Draconic, These beings are unique in their ability and interest in serving as the Familiars of Spellcasters.

Beyond this simple introduction

Physical Description

Familiars are Tiny beings of immense mystical power. Furthermore, most Familiars are not native to the Material Plane.

Society

Being a collection of other Races, Familiars adhere to the social norms of those groups. That being said, the groups from which a familiar would come from rarely have a unified 'society' as would be recognized by humanoid races. Imps and Quasits live as the lowest underlings of the Lower Planes, being treated nearly a trash. Sprites for small groups and friendships with other fey in their forests, and Pseudodragons usually live solitary lives.

Familiar Names

Though a Familiar will likely have a name from their homeland, they are just as likely to be re-named by their masters.

Familiar Traits

Familiars are Tiny beings of extraordinary magic. They serve as the servants of greater spellcasters.
Ability Score Increase. +2 Dexterity
Age. varies by subrace. usually 100+ years.
Alignment. Familiars tend to be chaotic, but your alignment is typically the same or similar to that of your master.
Size. your size is Tiny. You cannot wield two handed or oversized weapons, and treat weapons which are not light as though they were heavy two handed weapons. Weapons may be specially crafted for your size, but deal damage 2 die sizes smaller than they normally would. You have similar difficulty with armor and other items as well.
Speed. Your base walking speed is 15 feet. You also have a flying speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Invisiblility. Starting at 3rd level, you can cast the invisibility spell with yourself as the target. After you cast invisibility in this way, you cannot do so again until you complete a long rest. At 10th level, you can use this ability once per short rest.
Find Master. A Familiar may cast a variant of the find familiar spell. Instead of summoning a familiar for yourself, you become the familiar to a willing spellcaster of your choice, who is within 10 feet.

While serving as a familiar, you form a telepathic bond with them, granting several benefits. First, while you are within 20 feet of one another, you may communicate telepathically, using a common language. Second, While within 100 feet of one another you or your master may spend their action to see and hear what the other sees and hears, losing access to their own sight and hearing during that time. Third, if your master casts a spell with a range of touch, while within 100 feet of you, the may have you deliver the touch spell using your reaction, and using your own attack modifier. Fourth if you cast a spell with a range of touch, while within 100 feet of your master, you may have them deliver the touch spell using their reaction, and their attack modifier.

Your Master cannot dismiss you to a pocket dimension, as they could with a summoned familiar, nor are you dismissed to such when you reach zero hit points.

You may choose to end your service to your master at any time, but if you do so, you take a -1 to all rolls for 1 week.
Skill Proficiency. familiars are proficient with the Stealth skill.
Languages. Common, plus other languages based on your subtype
Subrace. Imp, Quasit, Pseudodragon, Sprite

“faerie” made by Werdandi

Imp

Ability Score Increase. +1 Charisma
Devil's Sight. Magical darkness does not impede an Imp's darkvision.
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (10 ft., fly 40 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Fiend. Imps are treated as fiends by all magical effects.
Languages. Imps speak Common, and Infernal

Quasit

Base Speed. Quasit's do not have a fly speed, but their base land speed is increased to 40 feet.
Scare. As an action, a quasit may attempt to frighten a target within 20 feet. The target must succeed on a Wisdom saving throw (DC 8 + proficiency bonus + Cha) or be frightened for 1 minute. The target may repeat this save each turn, but has disadvantage on the roll if the quasit is within line of sight.
Greater Magic. a Quasit cast invisibility once per short rest, rather than once per long rest. At 10th level, the Quasit may use this ability at will.
Fiend. Quasit are treated as fiends by all magical effects
Languages. Quasit speak Common, and Abyssal

Pseudo Dragon

Ability Score Increase. +1 Strength or +1 Constitution
Keen Senses. Pseudo Dragons have advantage of Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. A pseudo dragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 feet, if that creature can understand a language.
Sting. Melee Weapon Attack: reach 5 feet; the Pseudodragon is proficient in this attack. Hit: 1d4 piercing damage, and the target must succeed on a Constitution saving throw (DC 8 + proficiency bonus + Con) or become poisoned for 1 hour.
Non-humanoid Form. Pseudodragons do not have hands. They have no difficulty manipulating items with their mouth, tail, or paws, but if they desire to wield a weapon they must do so using their mouth or tail as a 'hand'.
Dragon. Pseudodragons are treated as dragons by all magical effects
Languages. Pseudo Dragons speak Common, and Draconic

Sprite

Ability Score Increase. +1 Intelligence
Movement Speed. Your Flying speed is 40 feet
Heart Sight. You touch a creature and magically know the creature's current emotional state. If the target fails a DC (8 + your Charisma modifier + your proficiency bonus) Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Bonus Proficiency. Sprites are proficient in one of the following 3 items of their choice: Longsword, Shortbow, Poisoners kit.
Fey. Sprites are treated as fey, by all magical effects
Languages. Sprites speak Common, Elven and Sylvan

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
0′ 6″+3d125 lb.× (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



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