Familiars
A familiar is a magical (or mundane) companion bound to you through the Source. Familiars are more than pets—they are semi-autonomous extensions of your will, spirit, and power. Any character may attune to a familiar, commanding it in and out of battle. Familiars can aid in combat, scouting, spellcasting, and serve as loyal mounts or messengers, depending on their nature and abilities.
Attuning
Any character may attune to one Familiar, commanding them through the Source bond.
- Familiars inherit Echelon bonuses
- They may act independently while on the same plane
- Each familiar has a 50ft movement pool per round (used for all actions)
- May be magical or mundane
- May serve as mounts
Familiar Tiers
Familiars follow the same rarity tiers as items:
- Common
- Uncommon
- Rare
- Heroic
- Legendary
- Mythic
Attunement Rules
- Use standard magical item attunement rules
- Attuning to a familiar links SD capacity as if it were a magic item
- Requires a number of days equal to the Familiars tier, granting access to +1 Source/day
Familiar Source
- Familiars provide Source Capacity based on their tier
- This functions like a magical item
- Expanded capacity be used for abilities, techniques, or spellcasting
Summoning & Desummoning
- May be bound to items (based on rarity)
- Can be called/bound in service from an alternate plane of reality
- May be summoned or desummoned using:
- 1 Core Action
- 2 SD
- 20ft movement
- Must be done on your turn, unless otherwise specified (as with a Held Action)
Familiar Range
- If a familiar leaves your plane of existence, it is automatically desummoned
- Must be within 120ft to receive commands
- Beyond 120ft: familiar follows last instruction
- If damaged while out of range:
- Familiar is desummoned
- You take 1 point of damage
Familiar Attributes
Familiars follow item attribute rules and may have up to 9 attributes
Each Familiar has:
- 50ft movement per round
- Press the Attack, Dig In, Arcane Advantage
- Attack rolls use your proficiency (unless Commanded)
- Familiars may be used to cast spells you know with your Source
Movement Conversion Table
Action | Familiar Movement Cost |
---|---|
Interact with object | 5ft |
Melee/Ranged attack | 20ft |
Spellcasting | 10ft × spell level + 20ft |
Familiar Injury
- All defensive actions (Block, Parry, Counterspell) must be activated by you
- Requires Core Action or equivalent
- All autonomous rolls use your proficiency
- If familiar takes damage or status effects:
- Damage and Effects are transferred to you
Discipline Checks
Familiars can perform any discipline their attuned character is proficient in.
- Uses the attuned character’s ability scores
- Apply modifiers + proficiency (if applicable)
Example:
A familiar makes a Stealth check using the character’s Agility
Or a Perception check using character Knowledge
Familiar Rolls
Unless commanded:
Familiars use the character’s proficiency for all combat rolls
- d20 + proficiency
Example:
Your familiar makes a melee, ranged, or spell attack = d20 + Your Proficiency
Familiar Damage
Unless commanded:
- Damage = your proficiency
- May be boosted with:
- Press the Attack (using familiar movement)
- Your Source Dice (SD) for scaling
Familiars cannot use your movement to scale damage
Combined Attacks
You and your familiar may both attack in the same round:
- Each must:
- Spend appropriate resources (SD, Core Action, movement, etc.)
- Make a separate roll
Familiar Actions & Control
- Familiars follow your intent, acting semi-autonomously:
- Attack known threats
- Move to specified locations
- Defend allies
Core Action: Command
Under Command, checks are made with your spellcasting abiity + proficiency if proficient.
Spend 1 Core Action (or equivalent) to:
-
Control your familiar, using its movement and your SD
-
While under command, Familiar damage = to your base spell damage
-
Activate your familiar's attributes
Example: Activating a spell through your familiar costs 2 Core actions or Equivalent -- Core action: Command and a Core Action + Spell Level