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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​

ActionFamiliar Movement Cost
Interact with object5ft
Melee/Ranged attack20ft
Spellcasting10ft × 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