Familiars - Rules - Pathfinder 2e Nexus (2024)

Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You choose a Tiny animal as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal. A familiar has the same level you do.

Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

Modifiers and AC

Your familiar’s save modifiers and AC are equal to yours before applying circ*mstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). It can’t make Strikes, but it can use trained skill actions for skills for which it adds your spellcasting ability modifier. If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never benefit from item bonuses.

Hit Points

Your familiar has 5 Hit Points for each of your levels.

Size

Your familiar is Tiny.

Senses

Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.

Movement

Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities.

Familiar and Master Abilities

Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.

Familiar Abilities

Amphibious: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).

Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.

Climber: It gains a climb Speed of 25 feet.

See Also
Shelter

Damage Avoidance: Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn’t prevent effects other than damage.

Darkvision: It gains darkvision.

Fast Movement: Increase one of the familiar’s Speeds from 25 feet to 40 feet.

Flier: It gains a fly Speed of 25 feet.

Kinspeech: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.

Lab Assistant: It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.

Manual Dexterity: It can use up to two of its limbs as if they were hands to perform manipulate actions.

Scent: It gains scent (imprecise, 30 feet).

Speech: It understands and speaks a language you know.

Master Abilities

Cantrip Connection: You can prepare an additional cantrip or, if you have a repertoire, designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.

Familiar Focus: Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.

Lifelink: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, special effects that would occur due to that damage (such as snake venom) still apply to your familiar.

Spell Battery: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.

Spell Delivery: If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.

Familiars - Rules - Pathfinder 2e Nexus (2024)
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