Variant Familiar Rules

Starting when you first are able to cast Find Familair, you are able to access new familairs. These familars are taken from various books across D&D 5e, and you'll need to find the stat blocks on your own. These familairs have the same rules as described by the find familair spell, unless stated otherwise. The familairs can not force any checks upon any unwilling creatures. These features are limited to Wizards and Druids who cast find familair, see the Warlock list at the end of the document.

Familiar Feats

Each new and old familiar will now gain an extra ability or "feat" to help it's master starting when your character level is 5. The Abilities will be under the "Ability" coloumn of the familiar list. Many familairs have abilities that can be flavored within the game, a frog using a spectral tongue to increase the range of a spell, or tiny raven wings that sprout. It's up to you and the DM to work this out. On top of this, starting at level 15 a familar has infinite range in terms of mental links with the creature. Familars can only cast spells if they are inate.

Familiar Cost and Materials:

Some familiars will have a material cost included, this will be added to the material list which is added to the previous cost to create your familiar.

P.S. DMs I recommend shrinking all the creatures noted to be larger than small to set size small as 1. A Familiar is ment to a small or tiny creature that accompanies a mage and 2 . Larger creatures can be flown around, if your into that then keep the sizes. If you feel like a familair is underpowered, you can allow the player to attack with them but sacrificing their own action.

Tier 1

Level 1 Familiars (Abilities come at level 5)

Creature Ability Extra Materials
Almiraj None Fine Rabbit's Foot worth 10gp
Bat Advantage on Hearing-based Perception checks None
Cat Resistance to Fall damage None
Crab +1 to AC None
Frog Spells with the range of 30 feet or more increases by 10 feet in range None
Hawk None None
Lizard Consitution Score Increases by 1 to a maximum of 20 None
Flying Monkey None Fine Hawk Wings worth 10gp
Mastiff None Golden Collar worth 2gp
Octopus Underwater Breathing None
Owl 30 feet of Magical Darkvision None
Poisonous Snake None None
Fish(Quipper) +1 to Attack and Damage on all Damage spells None
Rat Melee attacks can optionally do poison damage instead None
Raven Flying speed of 10(no hovering) None
Sea Horse Swim speed equal to your walking speed None
Spider Climbing speed equal to your walking speed None
Tressym None Fine Hawk Wings worth 10gp
Weasel Advantage on Deception Checks None
Pseudodragon None Dragon Scale(Real or Fake) worth 50gp
Juvenile Mimic None A small or tiny object
Chimeric Hare None Fine Rabbit's Foot worth 10gp

Tier 2

Level 5 Familiars

Creature Extra Materials
Specter A body that has been dead no longer than 10 hours, 100gp worth of crushed diamonds
Giant Vulture A Finely Disembowled creature worth 200gp
Death Dog A Golden Colar worth 100gp
Hippogriff 7 Talons worth 150gp
Zorbo A bit of human flesh and 70gp worth of a magic item
Rust Monster Amount of Iron worth 110gp
Darkmantle 70gp of gems
Gazer None
Chitine A collection of bugs and 150gp worth of emerald dust
Chwinga None
Boggle Tar worth 100gp
Pixie A Rare Flower worth 90gp

Tier 3

Level 10 Familiars

Creature Extra Materials
Vargouille A Decapitated Head worth 100gp
Any Dragon Wyrmling 1000gp of gems
Gargoyle 200gp Diamond
Meenlock 135gp of Specialized Leaves
Shadow Mastiff 150gp of Gems
Peryton 200gp worth of flesh
Any Mephite Base: 100gp, Magma: Volcanic Rock, Dust: Sand from the Pandemonium, Steam: Water from the plane of water, Ice: A shard of ice that has been forzen for at least 100 years.

Warlock Familairs Level 5+

Creature Extra Materials
Vargouille A Decapitated Head worth 100gp
Abysal Chicken None
Gargoyle 200gp Diamond
Cackler None
Shadow Mastiff 300gp of Gems
Death Dog None
Spined Devil 300gp of crushed diamonds