Familiars
The idea of a Witch is inseparable from that of their familiar. The fluidity and ease by which they command a summoned companion makes it almost an extension of the Witch’s self; a second set of eyes and a willing set of claws for any dangerous situation. And while many Witches opt to summon inconspicuous familiars, like Cats, Frogs, and Owls, many more conjure creatures from the furthest reaches of the multiverse or to bestow sentience upon inanimate objects.
Fright
Hauntings can usually be attributed to the usual spectral suspects: ghosts, specters, shadows, and poltergeists. But benign hauntings, where the restless spirit merely plays tricks on the living, is usually caused by a fright. These spirits are usually the artifacts of children or entertainers, clinging to the afterlife for company and a semblance of affection, and are as such preoccupied with fun. They never willingly harm others when they haunt a house, and will serve any master that conjures them, if only for the sake of inclusion.
FrightSmall Undead, Chaotic Evil |
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AC 15 Initiative +2 HP 21 (6d6) Speed 0 ft., Fly 30 ft. (hover) |
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MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
STR | 1 | −5 | −5 | DEX | 14 | +2 | +2 | CON | 10 | +0 | +0 |
INT | 10 | +0 | +0 | WIS | 9 | −1 | −1 | CHA | 14 | +2 | +2 |
Resistances Acid, Cold, Fire, Lightning, Necrotic, Thunder Immunities Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft., Passive Perception 9 Languages Understands the languages it knew in life but can’t speak CR 1 (XP 200; PB +2) TraitsIncorporeal Movement. The fright can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled. ActionsLife Drain. Constitution Saving Throw: DC 12, one creature the fright can see within 5 feet. Failure: 9 (2d8) Necrotic damage and the target’s Hit Point maximum is reduced by an amount equal to the Necrotic damage taken. |
Grep
A grep is an underground scavenger, known for using its keen vision, acute hearing, and silent flight to trick and steal from travelers, hoarding its possessions in well-hidden troves. Arcanists use greps as messengers and scouts, but they excel as retrievers; a grep can be given the name of an important object and sent to find it, returning a short time later with its prize.
GrepTiny Monstrosity, Neutral |
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AC 15 Initiative +4 HP 19 (6d4 +4) Speed 15 ft., Fly 50 ft. |
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MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
STR | 3 | −4 | −4 | DEX | 18 | +4 | +4 | CON | 13 | +1 | +1 |
INT | 13 | +1 | +1 | WIS | 15 | +2 | +2 | CHA | 10 | +0 | +0 |
Skills Perception +4, Sleight of Hand +6, Stealth +6 Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 14 Languages Understands Common and Undercommon but can’t speak CR 1 (XP 200; PB +2) TraitsAmbusher. The grep has Advantage on Initiative rolls. Mimicry. The grep can mimic Beast sounds and Humanoid voices. A hearer can discern the sounds are imitations with a successful DC 14 Wisdom (Insight) check. ActionsClaw. Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage. |
Pet Rock
Widely considered to be the perfect familiar, requiring no food or water and possessing extremely high natural defenses, a pet rock can be conjured by most spellcasters. Though it does not act with any agility (indeed, it does not move at all), it can make a formidable weapon when thrown.
Pet RockTiny Elemental, Unaligned |
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AC 15 Initiative −5 HP 5 (1d4 +3) Speed 0 ft. |
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MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
STR | 1 | −5 | −5 | DEX | 1 | −5 | −5 | CON | 16 | +3 | +3 |
INT | 1 | −5 | −5 | WIS | 5 | −3 | −3 | CHA | 1 | −5 | −5 |
Resistances Bludgeoning, Piercing, Slashing; Fire, Lightning, Radiant Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Unconscious Senses Passive Perception 7 Languages — CR 0 (XP 0; PB +0) TraitsJust a Rock. The pet rock counts as an object. Additionally, the rock can’t take actions and its speed can’t be increased. |
Get all 17 familiars in the Complete Witch
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