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Familiar Abilities

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Core Rulebook > Chapter 3: Classes > Animal Companions and Familiars > Familiars > Familiar and Master Abilities

TABLE: FAMILIAR ABILITIES
Ability name Prerequisites Summary
AccompanistAPG Your familiar helps you perform.
Alchemical GutTV Your familiar can act as a bomb coagulant alembic (page 63) by swallowing the bomb to be affected, which takes two Interact actions from it and one from you.
Amphibious It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Climber It gains a climb Speed of 25 feet.
Damage Avoidance Choose one type of save.
DarkeaterSM Your familiar naturally recovers in the shadows.
Darkvision It gains darkvision.
ElementalRE Your familiar has the elemental trait instead of the animal trait.
Fast Movement Increase one of the familiar’s Speeds from 25 feet to 40 feet.
Flier It gains a fly Speed of 25 feet.
Focused RejuvenationAPG When you Refocus, you generate magical energy that heals your familiar.
IndependentAPG In an encounter, if you don’t Command your familiar, it still gains 1 action each round.
JetRE Your familiar can use bursts of elemental energy or magic to Leap up to 30 feet in any direction, even if that would exceed its normal maximum distance for leaping.
Kinspeech familiar must be an animal, it must have the Speech ability, and you must be at least 6th level It can understand and speak with animals of the same species.
Lab Assistant Quick Alchemy, familiar with manual dexterity It can use your Quick Alchemy action.
LevitatorRE Using magnetism, magic, or other forces, your familiar can float up to 3 feet above solid and liquid surfaces while moving at a Speed of 25 feet.
Manual Dexterity It can use up to two of its limbs as if they were hands to use manipulate actions.
Master’s FormAPG Your familiar must have the manual dexterity and speech abilities Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat’s eyes or a serpent’s tongue.
Partner In CrimeAPG Your familiar is your criminal associate.
Plant FormAPG You must have a familiar with the plant trait Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar’s nature.
Poison ReservoirAPG You must have a homunculus familiar Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally’s exposed weapon with a single Interact action.
ResistanceAPG Choose two of the following: acid, cold, electricity, fire, poison, or sonic.
Scent It gains scent (imprecise, 30 feet).
Shadow StepSM Your familiar gains the Shadow Step action.
SkilledAPG Choose a skill other than Acrobatics or Stealth.
Speech It understands and speaks a language you know.
SpellcastingAPG You must be able to cast 6th-level spells using spell slots Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot.
ToolbearerAPG Your familiar can carry a set of tools of up to light Bulk.
Touch TelepathyAPG Your familiar can telepathically communicate with you via touch.
ToughAPG Your familiar’s maximum Hit Points increase by 2 per level.
ValetAPG You can command your familiar to deliver you items more efficiently.