Spiritsworn

As simple familiars extensively taught to be more, the spiritsworn come in many different shapes and sizes depending on what kind of animal form they favored. In appearance, these people often have the body of a their masters mix with their favored form or may be fully embracing a more anthropomorphic figure. There have been no records or specialized of unique familiar animal forms such as sprites turning into spiritsworn.

The familiars of those on grand journeys or those tangled with conflict can quickly learn to be spiritsworn with or without a guiding hand. If a bond is strong enough, the death of a spirit's master can anchor the familiar on the plane until it gets over the death or becomes a new spiritsworn.

Racial Traits

Spiritsworn uses the following features and traits.

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Intelligence and Charisma are recommended.

Creature Type. You are a Celestial, Fey, or Fiend. You choose the creature type when you select this race.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

Academic Origin. You gain proficiency in one skill or tool of your choice.

Conjured Conduit. Spellcasters can treat your body as a spellcasting focus.

Familiar Form. When you select this race, choose one animal form from the Find Familiar spell. You gain one of that creature's traits of your choice that does not involve attacks, dealing damage, or gaining hit points that aren't temporary.

Sacred Linked. When a creature within 5 feet of you casts the spell Find Familiar, it can choose you as its familiar if you are willing. While a familiar, the actions you can take are not limited, and you can't be dismissed or summoned by the spell. As an action or when you fall to 0 hit points, you can end your service as a familar and do not disappear. Nothing can prevent you from taking this action including being ordered to do otherwise.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Art by Tadano Magu

Spirit Body

Prerequisite: Spiritsworn
Repeatable: No
You become better attuned to your original form and gain the following:

  • You gain all traits from the animal form you chose in Familiar Form.
  • You can cast polymorph on yourself at will, without expending a spell slot or material components. When you do, you transform into the animal form you chose in Familiar Form regardless of its creature type.

Race by Geo K

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Variant Familiars


Cockroach

Tiny beast (Familiar), unaligned


  • Armor Class 15
  • Hit Points 6 (1d4 + 5)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 20 (+5) 2 (-4) 12 (+1) 1 (-5)

  • Damage Vulnerabilities Bludgeoning, Poison
  • Damage Resistances Necrotic
  • Damage Immunities Radiant
  • Senses Darkvision 60 Ft., passive Perception 11
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Horrific Surprise. When a surprised creature with an Intelligence of 4 or higher sees the cockroach, it is frightened of the cockroach until it uses an action.

Nimble Escape. The cockroach can take the Disengage or Hide action as a bonus action on each of its turns.

Art by LimeBreaker


Variant Familiars. When choosing an animal form from the Find Familiar spell, all creatures with the "familiar" tag are added to the list of available options.

The following creatures have the "familiar" tag: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, and weasel.

The DM can grant the following creatures the "familiar" tag: awakened shrub, homonculus, and stirge.



Moth

Tiny beast (Familiar), unaligned


  • Armor Class 14
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Damage Vulnerabilities Bludgeoning, Fire
  • Senses Darkvision 120 Ft., passive Perception 11
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Lampward. As a bonus action the moth can take on each of its turns, the moth can move up to half its speed in a straight line towards a creature or object it can see that sheds bright light.

Wings of Mimicry. The moth has advantage on ability checks using Deception and Performance.


Rabbit

Tiny beast (Familiar), unaligned


  • Armor Class 12
  • Hit Points 1 (1d4)
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 13 (+1) 4 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Keen Hearing. The rabbit has advantage on Wisdom (Perception) checks that rely on hearing.

Standing Leap. The rabbit's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

Art by Rui Tamachi

Race by Geo K

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Snail

Tiny beast (Familiar), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 4 (1d4 + 2)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses passive Perception 11
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Adhesive Slime. The snail can leave a 5-foot wide trail of mucus behind wherever it goes so long as it moves no more than 5 feet each turn. Any creature other than the snail treats this mucus as difficult terrain and the mucus evaporates after 1 minute.

Resilient Shell. If the snail is hit by an attack that deals damage no higher than its proficiency bonus, it is immune to that damage.

Art by Fiship
Art by @1340Smile

Wasp

Tiny beast (Familiar), unaligned


  • Armor Class 11
  • Hit Points 2 (1d4)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 2 (-4) 7 (-2) 1 (-5)

  • Skills Intimidation +0
  • Senses Blindsight 10 Ft., passive Perception 8
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Aggressive. When an attack is made against the wasp or the wasp take damage, it has advantage on the first attack roll it makes before the end of its next turn against the attacker or the source of the damage.

Infamous Anatomy. The wasp has advantage on Charisma (Intimidation) checks.

Actions

Sting. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage plus 1 (1d1) poison damage.

Race by Geo K

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Spiritsworn Statistics


Spiritsworn Cat

Small celestial, any alignment


  • Armor Class 12
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Common, Celestial
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Conjured Conduit. Spellcasters can treat your body as a spellcasting focus.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sacred Linked. When a creature within 5 feet of you casts the spell Find Familiar, it can choose you as its familiar if you are willing. While a familiar, the actions you can take are not limited, and you can't be dismissed or summoned by the spell. As an action or when you fall to 0 hit points, you can end your service as a familar and do not disappear. Nothing can prevent you from taking this action.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2)



Spiritsworn Frog

Medium fiend, any alignment


  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

  • Skills Athletics +3
  • Senses passive Perception 10
  • Languages Common, Infernal
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Conjured Conduit. Spellcasters can treat your body as a spellcasting focus.

Sacred Linked. When a creature within 5 feet of you casts the spell Find Familiar, it can choose you as its familiar if you are willing. While a familiar, the actions you can take are not limited, and you can't be dismissed or summoned by the spell. As an action or when you fall to 0 hit points, you can end your service as a familar and do not disappear. Nothing can prevent you from taking this action.

Standing Leap. You long jump is up to 10 ft. and your high jump is up to 5 ft., with or without a running start.

Actions

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d1 + 2)



Spiritsworn Moth

Medium fey, any alignment


  • Armor Class 11
  • Hit Points 9 (2d8 – 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 13 (+1) 13 (+1) 13 (+1)

  • Skills Insight +3
  • Senses passive Perception 11
  • Languages Common, Sylvan
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Conjured Conduit. Spellcasters can treat your body as a spellcasting focus.

Lampward. As a bonus action you can take on each of your turns, you can move up to half your speed in a straight line towards a creature or object you can see that sheds bright light.

Sacred Linked. When a creature within 5 feet of you casts the spell Find Familiar, it can choose you as its familiar if you are willing. While a familiar, the actions you can take are not limited, and you can't be dismissed or summoned by the spell. As an action or when you fall to 0 hit points, you can end your service as a familar and do not disappear. Nothing can prevent you from taking this action.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2)

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