Object Familiar (3.5e Feat)

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Author: Eiji-kun (talk)
Date Created: 4-21-15
Status: Complete
Editing: Clarity edits only please
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Object Familiar [General] Rather than bond your life force to an animal, you chose to bind to a sword. This blade you can trust.Prerequisites: Caster level 3rd.Benefit: Choose a permanent magic item worth at least 2000 gp in value. You establish a link to that magic item, and the item improves in capability as you gain levels. See below for the abilities gained. Special: If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically gain two effective negative levels (regardless of immunity) as well as lose all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, your penalties are lifted. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an object familiar for the first time.

Object Familiar
Caster Level Abilities Gained
3rd-4th Alertness, 2x Bond Benefit, Craft Object Familiar, Locate Object Familiar, Share Life
5th-6th Bond Benefit, Empathy, Sapience (10-10-10), Vision (30 ft)
7th-8th Bond Benefit, Sapience (10-11-12), Speech, Vision (60 ft, darkvision)
9th-10th Bond Benefit, Special Ability (lesser)
11th-12th Bond Benefit, Sapience (10-12-14), Scry on Object Familiar
13th-14th Bond Benefit, Special Ability (lesser)
15th-16th Bond Benefit, Sapience (10-13-16), Summon Object Familiar
17th-18th Bond Benefit, Special Ability (greater or lesser)
19th-20th Bond Benefit, Sapience (10-14-18), Unbreakable Bond

Alertness (Ex): The master of an object familiar gains the Alertness feat while wearing the item.

Bond Benefit: Each time you acquire this ability, you may choose one of the bond benefits as shown below. Bond benefits either augment the abilities of the object familiar, or offer new options you can perform with your item familiar. Benefits can only be selected once, unless specified otherwise.

Ability Enhancement (Ex): The object familiar gains a +2 ability bonus to one of its three ability scores. You can take this before the object familiar is sapient, but the bonus will not apply until you obtain the sapience ability. You can take this multiple times, to a maximum of +6 for each of the three ability scores.

Cantrip (Sp): Your object familiar gains a single 0th level spell (other than cure minor wounds or inflict minor wounds) from any spell list at will. It is capable of activating this ability on its own.

Channel Spell (Su): This may only be used on weapon object familiars. You may use the reach or range increment of the weapon to deliver touch spells. If you make the attack a normal melee or ranged attack instead of a touch attack, you deal your weapon damage as well as the effect of the touch spell.

Extra Spell Slot: You gain a 1st level spell slot which you may use to cast spells from, either preparing spells or using as an extra spell per day for spontaneous casters. You may take this ability multiple times, each time gaining an extra +1 level of spells that can be stored. For example, you can use it for two 1st level spells, or a single 2nd level spell.

Health (Ex): Both the master and the item gain +5 hp. This ability may be taken multiple times.

Improved Vision (Ex): The item's vision becomes unlimited (that is, able to see as far as a normal person). It must have the Vision ability to take this.

Self-Animation (Ex): The item gains a land move speed as if it were an animated object. This can be taken a multiple times to obtain any of the following secondary movement modes: Burrow 20 ft, Climb 30 ft, Fly (average) 30 ft, Swim 40 ft. If the object familiar is not yet sapient, it behaves as a mindless construct.

Semi-Artifact: Your object familiar does not detect as magic, and its effects are not suppressed by dispel magic or an antimagic field. However any supernatural or spell-like abilities the object familiar can activate (such as the Cantrip ability) continue to be suppressed.

Skill Bonus: Your object familiar grants its master a +3 competence bonus on a single skill of your choice. You may select this ability multiple times, either to a new skill or the same skill, which stacks.

Soulbound (Ex): Your object familiar counts as your body whenever beneficial (such as interacting with raise dead. In addition, your soul is bound to your item and vice versa, rendering you immune to effects that alter or move the soul such as trap the soul.

Special Ability: Your object familiar gains a lesser intelligent item ability. You may select this ability multiple times, each time gaining a new lesser intelligent item ability. You must pay the cost as normal, and it can activate its own abilities if sapient.

Telepathy (Su): Your object familiar gains telepathy out to 100 ft, and telepathy with their master to an unlimited distance (as long as they are on the same plane). You must have the Speech ability to take this.

Touch Companion (Su): This may only be used on non-weapon object familiars. Your object familiar can hold a touch spell for you, allowing you to maintain two touch spells at a time. Both touch spells cannot be discharged at the same time with the same attack, they must be two different attacks.

Craft Object Familiar (Ex): You can modify and enhance your object familiar as if you possessed the appropriate item creation feat. It only works with your object familiar.

Locate Object Familiar (Ex): As a standard action, you can determine the direction (but not the distance) of your object familiar. If your object familiar is on another plane, it gives which plane but no other information.

Share Life (Su): As a non-action, you can funnel 1 or more hit points to your item familiar to prevent your item familiar from being destroyed.

Empathy (Ex): Your object familiar gains the empathy ability of an intelligent item.

Speech (Ex): Your object familiar gains the speech ability of an intelligent item. It speaks all languages the master does.

Vision (Ex): Your object familiar gains normal senses (hearing, scent, vision) out to 30 ft. At CL 7th, it extends out to 60 ft, and also gains darkvision out to 60 ft.

Sapience: Your object familiar becomes an intelligent item. It gains your languages, alignment, and ability scores of 10-10-10 to be placed along its Intelligence, Wisdom, and Charisma scores. It also gains an Ego score, though it never conflicts with its master.

As you level, your ability scores rise. At CL 7th, your scores become 10-11-12. At 11th it becomes 10-12-14. At 15th it becomes 10-13-16. Finally at 19th it becomes 10-14-18.

Special Ability: Your object familiar gains a lesser special ability of an intelligent item. It gains another at CL 13th. At CL 17th, you can choose either a greater or lesser special ability. You must pay the cost as normal, and it can activate its own abilities if sapient.

Scry on Object Familiar (Sp): Once per day, you can scry on your object familiar as a standard action. You do not require a focus component.

Summon Object Familiar (Sp): As a standard action, you can summon your object familiar to your hand.

Unbreakable Bond (Ex): If you are ever killed, but your object familiar survives, you may be revived without cost or penalty as long as the object familiar is used as a focus. Likewise, if your object familiar is destroyed but you survive, you do not take the usual penalties for losing your object and may restore it in a ritual that takes 24 hours.


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Eiji-kun's Homebrew (5628 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
Identifier3.5e Feat +
PrerequisiteCaster level 3rd. +
Rated ByTheDarkWad +
RatingRating Pending +
SummaryA rebalanced version of the Item Familiar feat. +
TitleObject Familiar +
TypeGeneral +