Alchemist | Barbarian | Bard | Champion | Cleric | Druid | Fighter | Monk | Ranger | Rogue | Sorcerer | Wizard
Animal Companions | Familiars


Source Core Rulebook pg. 217
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 can choose a Tiny animal you want 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, formed from a minor nature spirit.

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.

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.

Click here for the full rules on Familiars.

Familiar Abilities

Amphibious (Source Core Rulebook pg. 218): It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
Burrower (Source Core Rulebook pg. 218): It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Climber (Source Core Rulebook pg. 218): It gains a climb Speed of 25 feet.
Damage Avoidance (Source Core Rulebook pg. 218): Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn’t prevent effects other than damage.
Darkvision (Source Core Rulebook pg. 218): It gains darkvision.
Fast Movement (Source Core Rulebook pg. 218): Increase one of the familiar’s Speeds from 25 feet to 40 feet.
Flier (Source Core Rulebook pg. 218): It gains a fly Speed of 25 feet.
Kinspeech (Source Core Rulebook pg. 218): 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 (Source Core Rulebook pg. 218): 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 (Source Core Rulebook pg. 218): It can use up to two of its limbs as if they were hands to use manipulate actions.
Scent (Source Core Rulebook pg. 218): It gains scent (imprecise, 30 feet).
Speech (Source Core Rulebook pg. 218): It understands and speaks a language you know.

Master Abilities

Cantrip Connection (Source Core Rulebook pg. 218): You can prepare an additional cantrip, or if you have a repertoire, instead 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 (Source Core Rulebook pg. 218): 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 (Source Core Rulebook pg. 218): Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.
Lifelink (Source Core Rulebook pg. 218): 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, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar.
Spell Battery (Source Core Rulebook pg. 218): 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 (Source Core Rulebook pg. 218): 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.