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A Familiar is a spirit that accompanies you as your friend and ally. It is not a real creature, and doesn't need to eat or breathe. A familiar is obtained with the Arcane Familiar feat, and you may select a different familiar by retraining said feat.

Attributes[]

By default, the familiar has the following attributes:

  • Attacks: A familiar can't attack.
  • Defenses: A familiar uses the master's defenses.
  • Skills and Checks: A familiar uses the owner's bonuses for all skill checks and ability checks.
  • Hit points: A familiar has 1 hit point, but a missed attack never damages it.
  • Destruction of a Familiar: If the familiar is reduced to 0 hit points or fewer, it is destroyed. After the next short rest or extended rest, it reappears in passive mode in the master's space.
  • Death of a Familiar: The familiar dies when the owner dies, and is restored to life when the owner is restored to life. After being restored, the familiar reappears in passive mode in the master's space.
  • Immunity: A familiar can't be hit by its master's attacks, although the master can ignore this benefit.
  • Senses: The familiars with special senses (such as blindsight or low-light vision) apply to the familiar, not the master.
  • Communication: The master and familiar speak to one another in a special arcane language, and other creatures only hear gibberish from the master, and grunts and squeaks from the familiar. The familiar doesn't understand other languages, but can parrot back what it hears, allowing you to understand anything it repeats back to you in a language you know.
  • Size: Tiny
  • No Flanking: A familiar can't flank.
  • Objects: A familiar can't pick up or manipulate objects unless otherwise noted. However, it can't ignore solid objects.

Note: As stated in the introduction for familiars, they are not true creatures. Per the Player Handbook 2 FAQ, non-creatures do not provoke opportunity attacks.

Familiar Modes[]

Familiars can be in active mode or passive mode. They can be switched between them as a minor action.

  • Passive: The passive familiar is on your person, perching on your shoulder or hiding in your pocket. In this mode, it shares your space.
    No Targeting: A passive familiar can't be targeted by any effect.
    No Damage: A passive familiar can't be damaged by any effect.
  • Active: In active mode, a familiar is not on your person and may be moved around. It takes up the space of a tiny creature.
    Movement: By using a move action, the master can move the familiar it's speed using one of its movement modes.
    Range Limit: A familiar can't normally move more than 20 squares away from you. If, at the end of the master's turn, the familiar is more than 20 squares away, it teleports into the master's square and enters passive mode.
    Actions: A familiar can use skills and take actions as normal, but the master must use the relevant action to order it do so. The familiar doesn't have its own set of actions to use.

Heroic tier Familiars[]

Familiar Name Passive benefit
Book Imp

[AP:140]

  • You gain a +2 bonus to Arcana and History checks.
  • You can read and speak Infernal.
  • You gain resist 5 fire.
    If you already have resist fire, increase it by 2.
Bound Demon

[AP:140]

Crafter Homunculus

[AP:140]

  • You gain a +2 bonus to Arcana checks.
  • You gain a +2 bonus to skill checks related to rituals of the creation category.
Dragonling

[AP:140]

  • You can read and speak Draconic. When you spend a healing surge, you regain 2 additional hit points.
    Level 11: 3 additional hit points.
    Level 21: 4 additional hit points.
Bat

[AP:140][HotF:131]

  • You gain a +2 bonus to Perception checks and Stealth checks.
Cat

[AP:140][HotF:131]

  • You gain a +2 bonus to Acrobatics checks.
  • You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill.
Falcon

[AP:140][HotF:132]

Owl

[AP:140][HotF:132]

  • Whenever you make an Insight check or a Perception check, add 1d4 to the result.
Rat

[AP:141][HotF:132]

  • You gain a +2 bonus to Stealth checks.
Raven

[AP:141][HotF:132]

  • You gain a +4 bonus to Perception checks made to find hidden objects.
Serpent

[AP:141][HotF:132]

  • You gain a +2 bonus to Bluff checks.
  • When you shift, you can ignore the difficult terrain in a single square of that movement.
Spider

[AP:141][HotF:132]

Arcane Eye

[Dr374:25]

  • You gain a +2 bonus to Perception checks.
  • You gain a +2 bonus to skill checks for Scrying rituals.
Badger

[Dr374:25]

  • You gain a +2 bonus to Intimidate checks.
  • You gain a +1 bonus to damage rolls while bloodied.
    This bonus increases to +2 at 11th level and +3 at 21st level.
Canine Construct

[Dr374:25]

  • You gain a +2 bonus to Athletics checks.
  • You gain a +2 bonus to skill checks for Warding rituals.
Disembodied Hand

[Dr374:25]

Fire Lizard

[Dr374:25]

  • You gain a +2 bonus to Athletics and Endurance checks.
  • You gain resist 5 fire.
    If you already have resist fire, increase it by 2.
    Your resist fire increases by 2 while you are bloodied.
Lightning Lizard

[Dr374:25]

  • You gain a +2 bonus to Acrobatics and Athletics checks.
  • You gain resist 5 lightning.
    If you already have resist lightning, increase it by 2.
    Your resist lightning increases by 2 while you are bloodied.
Ooze

[Dr374:25]

  • You gain a +2 bonus to Dungeoneering checks.
  • You gain resist 5 acid.
    If you already have resist acid, increase it by 2.
Parrot

[Dr374:26]

Rootling

[Dr374:26]

  • You gain a +2 bonus to Nature checks.
  • You gain forest walk (you ignore difficult terrain if it’s the result of trees, underbrush, plants, or natural growth).
Scout Homunculus

[Dr374:26]

  • You gain a +2 bonus to Stealth.
  • You gain a +2 bonus to skill checks for Scrying rituals.
Skull

[Dr374:27]

Toad

[Dr374:27]

Weasel

[Dr374:27]

Oso de la Fez, Former Show Bear

[Dr376:75]

  • Grrrrrr: You gain a +2 bonus on Intimidate checks.
Bantam Fastieth

[Dr377:31]

Bloodthorn Vine Barb

[Dr377:32]

  • You gain a +2 bonus to Heal checks.
  • You gain forest walk (you ignore difficult terrain if it’s the result of trees, underbrush, plants, or natural growth).
Clockwork Scorpion

[Dr377:32]

  • You gain a +2 bonus to attack rolls to grab an enemy.
  • The clockwork scorpion contains a small reservoir that can store 1 dose of a poison or alchemical oil that you can apply to a weapon. You can refill it during a rest.
Dragonmark Reflection

[Dr377:32]

Floating Weapon

[Dr377:32]

Gadfly

[Dr377:32]

  • You gain a +2 bonus to Perception checks.
  • You gain a +2 bonus to skill checks for warding rituals.
Magpie

[Dr377:32]

Marmoset

[Dr377:32]

  • You gain a +2 bonus to Acrobatics checks.
  • You gain a +2 bonus to skill checks for exploration rituals.
Octopus

[Dr377:32]

  • You gain a +2 bonus to Stealth checks.
  • You can go 6 minutes before you must make Endurance checks to hold your breath, and you gain a +5 bonus to such checks.
Saddle Squire

[Dr377:33]

  • You gain a +2 bonus to Nature checks.
  • While you are mounted, your mount gains a +1 bonus to its speed.
Silver Lamp

[Dr377:34]

Soarwood Wings

[Dr377:33]

  • You gain a +2 bonus to Athletics checks to jump.
  • You gain a +1 bonus to your fly speed, when you have one.
Summoner Homunculus

[Dr377:33]

Tome Caddy

[Dr377:33]

Warforged Faceplate

[Dr377:33]

Gallant Hawk

[Dr382:61]

  • You gain a +2 bonus to Perception checks.
  • While a creature marked by you is adjacent to you, it takes a -3 penalty to attack rolls on attacks that don’t include you as a target instead of the normal -2 from being marked.
Least Air Elemental

[Dr382:29]

  • You take half normal damage from falling.
Least Earth Elemental

[Dr382:29]

Moon Wisp

[Dr382:61]

  • You gain a +2 bonus to Arcana and Nature checks.
  • The moon wisp radiates dim or bright light in a radius from 2 to 10 squares. You can change the details as a minor action, but it defaults to dim light in a 2-square radius.
Muse Sprite

[Dr382:61]

  • You gain a +2 bonus to Diplomacy checks.
  • The muse sprite radiates dim light in a 2-square radius.
Specter

[Dr382:29]

Tiny Gelatinous Cube

[Dr382:29]

  • You gain resist 5 acid.
    If you already have resist acid, increase the resistance by 2.
White-Eyed Crow

[Dr382:61]

Coure Attendant

[Dr390][HotF:131]

Fiddling Grig

[Dr390][HotF:132]

Critic Lizard

[Dr397]

Floating Polyp

[Dr397]

  • You gain a +2 bonus to Athletics checks made to jump.
  • You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill.
Hurrum

[Dr397]

  • Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits others gain from taking a 6-hour extended rest.
    While in a trance, you are fully aware of your surroundings, and you notice approaching enemies and other events as normal.
Jank

[Dr397]

Kes'trekel

[Dr397]

Kivit

[Dr397]

Sitak

[Dr397]

  • You gain a +2 bonus to Bluff checks and Diplomacy checks.
  • You can read and speak one additional language of your choice.
Wrab

[Dr397]

Z'tal

[Dr397]

Brownie

[Dr420]

Shadow Raven

[HoS:146]

  • You gain a +2 bonus to Perception checks.
  • You gain a +4 bonus to all defenses during a surprise round.
Sprite

[HotF:132]

See also: Elemental Companion

Paragon tier Familiars[]

Familiar Name Passive benefit
Air Mephit

[Dr374:28]

  • You gain a +2 bonus to Bluff checks.
  • You can read and speak Primordial.
  • You gain resist 5 lightning and resist 5 thunder.
    If you already resist one of those damage types, increase it by 2.
Ambush Vine Shoot

[Dr377:33]

  • You gain a +2 bonus to Athletics checks.
  • When you climb or swim, add 1 to the distance you move on a successful Athletics check.
Arcane Wisp

[Dr374:28]

  • You gain a +2 bonus to Stealth checks.
  • When you teleport, add 1 to the distance you teleport.
Beholderkin

[Dr374:28]

Blackspawn Darkling

[Dr374:28]

  • You gain a +2 bonus to Stealth checks.
  • You can read and speak Draconic.
  • You gain resist 5 acid.
    If you already have resist acid, increase it by 2.
Bluespawn Nimblespark

[Dr374:28]

Crawling Clot

[Dr377:33]

  • You gain a +2 bonus to Heal checks.
  • You gain resist 5 necrotic.
    If you already have resist necrotic, increase it by 2.
    Your resist necrotic increases by 2 while you are bloodied.
Dimensional Pet

[Dr377:33]

Earth Mephit

[Dr374:27]

Fire Mephit

[Dr374:27]

  • You gain a +2 bonus to Bluff checks.
  • You can read and speak Primordial.
  • You gain resist 5 fire.
    If you already have resist fire, increase it by 2.
Grayspawn Shortfang

[Dr374:27]

Greenspawn Banespeak

[Dr374:27]

  • You gain a +2 bonus to Bluff checks.
  • You can read and speak Draconic.
  • You gain resist 5 poison.
    If you already have resist poison, increase it by 2.
Ice Mephit

[Dr374:27]

  • You gain a +2 bonus to Bluff checks.
  • You can read and speak Primordial.
  • You gain resist 5 cold.
    If you already have resist cold, increase it by 2.
Living Infusion

[Dr377:34]

  • You gain a +2 bonus to Heal checks.
  • You can perform rituals of the restoration category in half the casting time.
Minor Foulspawn

[Dr377:34]

Rakshasa Claw

[Dr374:27]

Redspawn Spitfire

[Dr374:30]

  • You gain a +2 bonus to Intimidate checks.
  • You can read and speak Draconic.
  • You gain resist 5 fire.
    If you already have resist fire, increase it by 2.
Smith’s Hammer

[Dr377:34]

Stone Fowl

[Dr374:30]

Tinker Feyling

[Dr377:34]

Whitespawn Snowstepper

[Dr374:30]

  • You can read and speak Draconic.
  • You gain resist 5 cold.
    If you already have resist cold, increase it by 2.
  • You gain ice walk (you ignore difficult terrain caused by snow and ice).

Epic tier Familiars[]

Familiar Name Passive benefit
Blazing Skull

[Dr374:30]

  • You gain a +2 bonus to Arcana and Stealth checks.
  • You gain resist 5 fire.
    If you already have resist fire, increase it by 2.
Chaos Shard

[Dr374:31]

Gibbering Pet

[Dr374:31]

  • At the end of each extended rest, roll 1d4 to determine a language you can read and speak.
    Then roll 1d4 two more times to determine two skills to which you gain a +2 bonus (reroll if the same skill shows up twice).
    All benefits last until your next extended rest.
     
1d4 Language Skill
1 Deep Speech Bluff
2 Primordial Diplomacy
3 Supernal Intimidate
4 Abyssal Streetwise
Lingering Nightmare

[Dr377:34]

  • You gain a +2 bonus to Intimidate checks.
  • You gain resist 5 psychic.
    If you already have resist psychic, increase the resistance by 2.
Shadow Incarnate

[Dr374:31]

Silver Lamp

[Dr377:34]

Other familiars[]

Sha'ir familiars[]

Familiar Name Passive benefit
Daolanin

[HotEC:107]

  • Earth’s Upheaval: The ground adjacent to you and the daolanin is difficult terrain for enemies that lack earth walk.
Djinnling

[HotEC:107]

  • Forceful Gusts: You can slide one ally adjacent to you or to the djinnling 1 square as a minor action.
Efreetkin

[HotEC:108]

Maridan

[HotEC:108]

  • Aquatic: You and the maridan can breathe underwater. In aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.

Familiar from Widow of Arach-Tinilith theme[]

Familiar Name Passive benefit
Spiderling of Lolth

[Council of Spiders][Dr413]

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