Find Familiar is the most sought-after spell in the game. I have seen people take feats instead of an ASI improvement, just to get familiars in 5e. They even have their own miniatures just like monsters and classes cause they are so popular!
The reason is that familiars allow a whole new section of movements that ignore many of the restrictions of the action economy in the game. Now if you have read any of my other recent posts, you know action economy is the biggest element in the game. If you did not, then be sure to check out my article that goes into the reasoning behind action economy being so huge here. As such, this post will go over not just helping you choose a familiar, but also ways to use your familiar to ensure successful campaigns.
There are actually two types of familiars. Your standard wizard familiars, and warlock familiars. The two are extremely alike but also vastly different. So different, that they are worthy of their own article. Until then check out this post on DnD Beyond if you are interested in warlock familiars. But do not worry, your familiar can be any one of these as long as you are willing to cast the spell again. Your familiar has a list of actions they can do that is defined in the spell find familiar but for those not wanting to search it I compiled them in the box below.
While your familiar is within feet of you, you can communicate with it telepathically. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form.
Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Or just scroll up choice is yours. The first and most notable trait is blindsight. Now, this is incredibly strong, as invisible creatures can cause havoc among a party for multiple reasons. One, you have no idea where they are.
Two, if you do think you know where they are, you roll at disadvantage. Three, all attacks from them are at advantage. This can destroy a party composition as footwork becomes much harder to achieve against an enemy you cannot see.
Therefore, by having a familiar that can see the invisible you can overcome a lot of these challenges. The second benefit to a bat is it having a fly speed. Hence, by having a fly speed of 30 ft, your bat can now gather items that are too high to reach or do areal views of a location to see where everyone is, or even just stay off the ground preventing lava damage, or earthquake damage.
Now unlike regular perception, there is a cap on your ability to view the world. Blindsight limits your vision to 60ft. This means, if the enemy is 70 ft away, you will have no clue with your familiar.The 5e Owl is a very beneficial detective and among the best natural selections from a mechanical point of view, but it is not as destroyed as many times, it would lead you to consider.
The Owl silently swooped down on its target, attacked with both commanding locks at once, and quickly flew out of reach. Owl 5e had an outstanding hearing, night-vision, and creep ability.
Dnd 5e Owl found throughout the North region. The spirit Selune was famous for displaying her taste or appearance by sending owls as a sign or guide. Owl Dnd 5e sits silently on the victim, attacking with its controlling locks.
At your ease, you act autonomously, but it always follows your guidelines. In war, it turns on its creativity and acts on its chance. An Owl Familiar 5e cannot fight, but it can perform other movements as usual.
The Dnd Owl is a competition of pioneers from the Elemental Plane of Air who is risking to have migrated from Frostfell. Their Arctic cousins recall more of their northern abilities and primary wings.
The normal Owl Dnd has dotted and browns feathers. They had conflicted with Aarakocra over the region before, but it verified useless in their part because of Aarakocra aerial benefit. It has its advantage of knowledge and checks on with their range of vision. Dungeons And Dragons 5e Owl prefers to be proficient and intelligent in their strategies and collusions.
A leader honors him with the name of Talon Lord, who patronizes a Council of Feathers. They are necessarily a society of predators. They do not have any deep world net of contacts. Keen Hearing and Sight. The owl has an advantage on Wisdom Perception checks that rely on hearing or sight. Actions Talons. Leave a Reply Cancel reply.Most people have heard the deep, powerful hooting of an owl late at night. These impressive birds are generally nocturnal, and their camouflaged feathers commonly allow them to go unseen by prey animals and bird-watchers alike.
Those who are lucky enough to spot one of the elusive owls are often surprised by just how large they can get! While a large portion of the hefty appearance of these 5 species of owls can be attributed to their fluffy feathers, make no mistake—these incredible raptors can grow to amazing sizes.
Source: wikimedia. These impressive birds are primarily monogamous, and share parental duties such as incubating eggs and hunting for food to sustain both parents during the incubation period. Like many other owls, the Great Horned Owl swallows its prey whole. It later regurgitates a pellet each day comprised of the parts it cannot digest, such as bones and hair.
The Snowy Owl has a distinct tuft of feathers surrounding its beak, which helps it feel nearby objects more effectively. The Snowy Owl is thought to be one of the most agile owlsand is able to pluck small birds from their flight path mid-air. In contrast to many other owl species, the Snowy Owl is more on the diurnal side. It rests at night, and often hunts its prey during the daytime. Source: pixabay. This adept hunter sports a beautiful coat of grey feathers and the largest facial disc of any known bird.
While largely nocturnal, Great Grey Owls also hunt throughout the daytime. Swamplands and moist forests appeal more to this bird than other habitats do, but they are willing to inhabit other environments, especially during migration.
Great Grey Owls do not build their own nests. They prefer to use old nests build by Ravens or other raptors, and will often reuse the same nests for several years. Source: goodfreephotos. These large, adaptable birds can be found in a wide variety of habitats. With no natural predators in the wild and only human interference to fear, Eurasian Eagle Owls can live to the ripe old age of 20 years in its natural habitat.
Like most owls, this feathered hunter is nocturnal and plays an important part in keeping the populations of prey animals in check. The Eurasian Eagle Owl enjoys a flexible diet of mammals, birds, fish, insects, and reptiles. This large predator has even been known to take down young deer for its dinner. Each individual member of the Eurasian Eagle Owl population has its own unique set of vocalizations, and you can determine which owl is calling by the distinct sound of its voice.
Source: flickr. This majestic sub-variety of eagle owl is found only in a few specific areas of the world, and conservation efforts must be made in order to preserve its habitat. On top of being the largest owl in the world, this beautiful owl is also one of the rarest of all birds. Most owls have soft, downy feathers on their wings in order to silently sneak up on prey.
Weight: 3. Weight: 4. Weight: 2.Owlfolk resemble anthropomorphic owls, with humanoid bodies and limbs. Their legs retain the angular bend which raptors have, as well as a foot full of razor sharp talons.
Their wing ends have human prehensile hands, making them different from how aarakocra have wings separate from their arms.
Owlfolk have developed longer legs and thicker bodies, where the ruffage is fluffier. This development has made their wings proportionately smaller, unable to carry their weight. They have developed good running skills, using their wings as enhancers of speed instead. Full grown owlfolk grow lengths of wingspans and are eventually able to fly. The owlfolk are a race of peoples from the Elemental Plane of Air that are speculated to have migrated originally from Frostfell.
Their polar cousins retain more of their arctic qualities and pristine feathers. These normal owlfolk are colored with spotted feathers of browns and speckles. They had clashed with aarakocra over territory before, but this proved futile in their part due to aarakocra having aerial advantages. Owlfolk are thus regarded as kenku are in the eyes of those who can fly. In migrating to the Material Realm, owlfolk looked for a more grounded life to escape their inferiority compared to beings of the air.
It is not entirely clear what made them evolve to lose their wings. Some believe it a mistake of the deity which created them, or perhaps an adaptation which pushed for them to develop wings only later in life. Owlfolk prefer to be efficient and intelligent in their designs and machinations. They are ruled by a leader with the title of Talon Lord, who consults a Council of Feathers.
They are a society of wizened hunters, essentially.Find Familiar Choice #5: Hawk (5E)
Older owlfolk who can fly usually accompany fledglings on the ground to catch what they allow to escape. They put these skills to work in their villages usually built within the confines of pine forests and chilly alpines, preferring colder weather.
The virtues of efficiency and knowledge allow for them to be excellent trappers and procurers of the best game, which they sell in trade to others. Owlfolk are fairly peaceful, and they are social enough with many other races within proximity.
They do not have any grand world net of connections however. Males are commonly named after body parts that stand out at birth or stood out in their parents, while females are usually given names based on actions.
Wise humanoids with plumage, claws, wings, and other features reminiscent of owls Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
They typically reach maturity at 10 and rarely live beyond two centuries. Owlfolk have a tendency towards law. Owlfolk are between 6 and 8 feet in height, but quite lightweight for their size.
D&D 5th Edition
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Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters.An owlbear was a large magical beast that looked like a cross between an owl and a bear. Owlbears were monstrous beasts with the bodies of bears covered in thick fur and feathers. Their heads were like those of owls, but with a serrated beak. Owlbears hunted from around sunset to sunrise. They hooted or screeched to declare their territory and to flush prey into their hunting grounds. The scent of flesh that emanated from an owlbear's lair often attracted creatures and therefore, more prey.
These creatures were incredibly aggressive, going so far as to slay any living creature they saw. This territorial attitude caused many folks who lived with nature to purposefully hunt owlbears before they had a chance to destroy the local wildlife. The owlbears of the Starwood area of the Cormanthor forest quickly ate through their food supply of wolves, rabbits, and serpents. Their population began to decrease as food became scarce, although they came across a supply of harvester termites and found that they were edible.
They quickly found that they could maintain their own termite colonies by managing their wood supplies, and therefore effectively grew their own food.
As a side effect of this practice, horses were drawn to the scent of the termite shells mixed with owlbear saliva, and the owlbears took to hiding and waiting for horses to arrive, before pushing them into a termite pit and then devouring them.
Pyrolisks were also drawn to the scent, but owlbears would abandon a pit if a pyrolisk turned up, rather than risk being incinerated. This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki.
Monstrous Compendium Volume One. TSR, Incp. Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. Wizards of the Coastp. Monster Manual 4th edition. Monster Manual v. Monster Manual, 1st edition. Icewind Dale: Rime of the Frostmaiden.
Owl 5e – Monsters D&D Guide | 5eFeats
Edited by Kim Mohan. In Karen S. Categories :. Cancel Save. Universal Conquest Wiki.First off, Phandalin is beset by the more urgent problem of the Redbrand Menace. In both runs I did of Phandelver the party took a vote to decide whether to go after Garaele or the Redbrands first. Since this hook is intertwined with the Agatha the Banshee quest given by Sister Garaele, I created a separate article for it.
Most likely he will let her go after his research is done. He may even return to Thay after he gets what he wants from the Well. This seems like a pretty straightforward quest for the party. Since orcs have occupied Old Owl Well many times over the ages, it makes sense that the Orcs of Wyvern Tor have used Old Owl Well as a temporary outpost with plans of reclaiming the glory of the strong orc tribe that made the Well their home over years ago.
See this article on the Wyvern Tor Orcs for more background. Hamun Kost knows that Old Owl Well was a Netherese outpost, but knowing just who built it could lead to more clues about the place. If Hamun Kost knew the builder of the well, he could focus his studies to just one or two books in the 15 volume history of Netheril he carries around with him. However, this might not be as interesting as other possible questions. Hamun Kost may, for example, have uncovered one of the entrances to the complex already, but needs to know the answer to a riddle to open it.
Not only that, but should they revisit the Well later, they would know the password which opens the doors to whatever lies beneath the Well.
Depending on how you play him, he could be arrogant and unwise enough to give this question to the party. This might be even more likely if they earn his trust. It makes sense that Hamun Kost would be allied with this group in search of powerful artifacts that may aid the Cult in its goals.
Indeed you can easily replace the Cult of the Dragon with any other nefarious group that happens to be the focus of whatever campaign you choose to run after Lost Mines. To me, this opportunity feels too delicious to pass up.
I find it amusing that Hamun Kost chose to travel alone to Old Owl Well and decided to keep his rather ostentatious red wizard garb, especially in a land that would treat red wizards with suspicion. Not only that, but he sets up a bright vermillion tent in the middle of nowhere and raises a whole bunch of zombies to do excavation work. To me, this can be easily explained both by the arrogance of the red wizards they believe they can go where they please without hiding as well as the fact that Hamun Kost is oblivious to anything not pertaining to his beloved research—very much like an absent minded professor.