Familiars are often brought up in conversations about magic, especially summoning magic, as their usefulness goes far beyond just being a loyal companion.
For the most part, Familiars are reserved for Wizards, but they can also be summoned by any player who has the Magic Initiate feat, as well as Warlocks belonging to the Pact of the Chain.
These little critters can be extremely useful and can make the long roads Adventurers travel seem a bit shorter, even if it’s only their imagination.
Contents
Best Familiars in 5e D&D
15. Octopus
Small beast, unaligned
Armor Class: 12
Hit Points: 3 (1d6)
Speed: 5ft, swim 30 ft
STR 4 (-3) | DEX 15 (+2) | CON 11 (+0) | INT 3 (-4) | WIS 10 (+0) | CHA 4 (-3) |
Skills: Perception +2, Stealth +4
Senses: Darkvision 30ft, passive Perception 12
Languages: –
Challenge: 0 (10 XP)
The Octopus can’t survive out of water for more than 30 minutes, but it has some great underwater abilities like Warer Breathing and Underwater Camouflage.
An Octopus isn’t the ideal familiar in most situations, but when you’re underwater, the Octopus becomes your go-to familiar.
It’s a lot like the Owl, just with 30 feet less speed and only viable in underwater campaigns.
14. Giant Fire Beetle
Small beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 4 (1d6 + 1)
Speed: 30 ft
STR 8 (-1) | DEX 10 (+0) | CON 12 (+1) | INT 1 (-5) | WIS 7 (-2) | CHA 3 (-4) |
Senses: Blindsight 30ft, passive Perception 8
Languages: –
Challenge: 0 (10 XP)
Fire Beetles aren’t overpowered, but their 30ft Blindsight and torch-like lightning effect is perfect for parties venturing caves.
However, the Fire Beetle doesn’t have as much utility as many other familiars, making its features seem less effective compared to other familiars on this list.
13. Wild Dog
Medium beast, unaligned
Armor Class: 12
Hit Points: 5 (1d8 + 1)
Speed: 40 ft
STR 13 (+1) | DEX 14 (+2) | CON 12 (+1) | INT 3 (-4) | WIS 12 (+1) | CHA 7 (-2) |
Skills: Perception +3
Senses: passive Perception 13
Languages: –
Challenge: 1/8 (25 XP)
Wild Dogs are basically Jackels, as they have excellent perceptive skills linked to their smell and hearing.
In fact, it makes an ideal scouting animal for Rogues or Rangers that can keep up with it because of the +3 Perception.
12. Bat
Tiny beast, unaligned
Armor Class: 12
Hit Points: 1 (1d4 – 1)
Speed: 5ft, fly 30ft
STR 2 (-4) | DEX 15 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 4 (-3) |
Senses: Blindsight 60ft, passive Perception 11
Languages: –
Challenge: 0 (10 XP)
Bats are generally described as “the worse alternative to the Owl,” but that isn’t really true, especially when you’re up against invisible enemies.
While it does have 30ft less flying speed than the Owl, the fact that it has 60ft Blindsight and excellent hearing makes it a great caving or scouting animal.
11. Hare
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4 – 1)
Speed: 20ft, burrow 5ft
STR 1 (-5) | DEX 17 (+3) | CON 9 (-1) | INT 2 (-4) | WIS 11 (+0) | CHA 4 (-3) |
Skills: Perception +2, Stealth +5
Senses: passive Perception 12
Languages: –
Challenge: 0 (0 XP)
Hares can be considered the Rogues of familiars, as they have a unique ability called Escape, allowing them to use the Dash, Disengage, and Hide actions as bonus actions.
Coupled with their high Stealth skill and burrow, they become excellent scouts and function even better with a Rogue or Ranger following them.
10. Awakened Rat
Tiny beast, unaligned
Armor Class: 10
Hit Points: 1 (1d4 – 1)
Speed: 20 ft
STR 2 (-4) | DEX 11 (+0) | CON 9 (-1) | INT 10 (0+) | WIS 10 (+0) | CHA 4 (-3) |
Senses: Darkvision 30ft, passive Perception 10
Languages: One (you choose)
Challenge: 0 (10 XP)
Rats are already decent familiars, but when you add in the fact that an Awakened Rat gets the Intelligence of a Human and can speak any one language you choose, it becomes a great messenger.
While it isn’t as fast or stealthy, it does have Darkvision and can be used with its Keen Smell to detect threats.
9. Raven
Tiny beast, unaligned
Armor Class: 12
Hit Points: 1 (1d4 – 1)
Speed: 10ft, fly 50ft
STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) |
Skills: Perception +3
Senses: passive Perception 13
Challenge: 0 (10 XP)
Ravens are slightly slower than the birds of prey but have some great Perception numbers.
However, you probably haven’t chosen the Raven for its high Perception. You’ve chosen it because of the Mimicry ability it has.
Even though it takes some creativity to use Mimicry to its full potential, it can make for some pretty interesting encounters and traps as you make sounds to lure creatures closer and fall right into your ambush.
8. Cat
Tiny beast, unaligned
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40ft, climb 30ft
STR 3 (-4) | DEX 15 (+2) | CON 10 (+0) | INT 3 (-4) | WIS 12 (+1) | CHA 7 (-2) |
Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Languages: –
Challenge: 0 (10 XP)
Even though Cats can’t fly like many of the most useful familiars, the fact that it has both 40ft walking and 30ft climbing speeds eliminates some of the disadvantages it has compared to other familiars.
The thing is, Cats are very sneaky, having +3 in Perception and +4 in Stealth, making them exceptional land scouts and, in most cases, the most land familiar out there.
7. Hawk
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4 – 1)
Speed: 10ft, fly 60ft
STR 5 (-3) | DEX 16 (+3) | CON 8 (-1) | INT 2 (-4) | WIS 14 (+2) | CHA 6 (-2) |
Skills: Perception +4
Senses: passive Perception 14
Languages: –
Challenge: 0 (10 XP)
The Hawk has some pretty good stats, even compared to the Owl. One big plus is the fact that it has such high Perception (+4) and has very high Dexterity and Wisdom stats, making it much easier for them to succeed on saves.
You should also remember that they have 60ft of flying speed, which already puts them far above most familiars out there.
6. Sprite
Tiny fey, neutral good
Armor Class: 15 (leather armor)
Hit Points: 2 (1d4)
Speed: 10ft, fly 40ft
STR 3 (-4) | DEX 18 (+4) | CON 10 (+0) | INT 14 (+2) | WIS 13 (+1) | CHA 11 (+0) |
Skills: Perception +3, Stealth +8
Senses: passive Perception 13
Languages: Common, Elvish, Sylvan
Challenge: 1/4 (50 XP)
Sprites have very high stats, especially regarding Stealth (+8) and Perception (+3).
Even though their Longsword and Shortbow aren’t all too useful, their Invisibility makes them top-tier scouts, and the fact that they can speak three languages (Common, Elvish, and Sylvan) makes them even better.
5. Owl
Tiny beast, unaligned
Armor Class: 11
Hit Points: 1 (1d4 – 1)
Speed: 5ft, fly 60ft
STR 3 (-4) | DEX 13 (+1) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 7 (-2) |
Skills: Perception +3, Stealth +3
Senses: Darkvision 120 ft, passive Perception 13
Languages: –
Challenge: 0 (10 XP)
The Owl is one of the best familiars in the game, especially if you want to use your familiar as a scout.
Their 60ft of flying speed, coupled with their Perception (+3) and Stealth (+3), their Flyby, Keen Hearing and Sight, and 120ft of Darkvision, put them in their own class.
Many adventurers also use Owls to stand guard at night, as their Darkvision is more than enough to see enemies approaching camp before they can do anything.
4. Pseudodragon
Tiny dragon, neutral good
Armor Class: 13 (natural armor)
Hit Points: 7 (2d4 + 2)
Speed: 15ft, flt 60ft
STR 6 (-2) | DEX 15 (+2) | CON 13 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 10 (+0) |
Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft, Blindsight 10 ft, passive Perception 13
Languages: understands Common and Draconic but cannot speak
Challenge: 1/4 (50 XP)
Pseudodragons are particularly good scouts, as they have high Stealth (+4) and Perception (+3) and have 10ft of Blindsight and 60ft of Darkvision.
Even though Pseudodragons can’t speak, they have an ability called Limited Telepathy, making them capable of conversing through ideas, images, and emotions without making a sound.
3. Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class: 13
Hit Points: 7 (3d4)
Speed: 40 ft
STR 5 (-3) | DEX 17 (+3) | CON 10 (+0) | INT 7 (-2) | WIS 10 (+0) | CHA 10 (+0) |
Skills: Stealth +5
Damage Resistances: Bludgeoning, cold, fire, lightning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: poisoned
Senses: Darkvision 120 ft, passive Perception 10
Languages: Abyssal, Common
Challenge: 1 (200 XP)
Quasits are extremely versatile familiars capable of shapechanging into various other creatures, including a Bat and Toad.
It also has access to Invibility as well as Scare, which can be used to frighten one nearby enemy.
The Quasit even has 120ft of Darkvision combined with +5 Stealth, and when combined with Invisibility, it becomes an amazing scout or informant.
2. Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class: 13
Hit Points: 10 (3d4 + 3)
Speed: 20ft, fly 40 ft
STR 6 (-2) | DEX 17 (+3) | CON 13 (+1) | INT 11 (+0) | WIS 12 (+1) | CHA 14 (+2) |
Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: Cold, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: Fire, poison
Condition Immunities: poisoned
Senses: Darkvision 120 ft, passive Perception 11
Languages: Infernal, Common
Challenge: 1 (200 XP)
Without mentioning the Tressym, I believe Imps to be one of the best familiars out there.
Similar to the Quasit, the Imp has 120ft of Darkvision, coupled with +5 Stealth and Invisibility. Just this alone already puts it above most creatures on this list.
Then, it also boasts being able to shapechange as well as seeing through magical darkness.
However, that’s not all. It has some of the best stats regarding any familiar, seeing as it also has three other skill proficiencies at +3 or more.
1. Tressym
Tiny beast, chaotic neutral
Armor Class: 12
Hit Points: 5 (2d4)
Speed: 40ft, climb 30ft, fly 40ft
STR 3 (-4) | DEX 15 (+2) | CON 10(+0) | INT 11 (+0) | WIS 12 (+1) | CHA 12 (+1) |
Skills: Perception +5, Stealth +4
Proficiency Bonus: +2
Damage Immunities: poison
Condition Immunities: poisoned
Senses: Blindsight 30 ft, Darkvision 60 ft, passive Perception 15
Languages: understands Common but can’t speak
Challenge: 1/8 (25 XP)
Tressym are OP familiars, having passive Perception of 15, Darkvision of 60ft, Blindsight of 30ft, Stealth of +4, and the ability to climb (30ft), walk (40ft), and fly (40ft).
It can even detect magical invisibility up to 60 feet away and can uncover poisonous substances through taste, smell, or touch.
The sheer versatility of the Tressym places it so high above other creatures that it becomes unfair to have, so don’t be surprised if your DM doesn’t allow you to use it.
FAQs About Familiars in 5e D&D
How Do Familiars Work in 5e?
When summoned, familiars share a magical bond with their master and will act independently of them but will always follow their commands when ordered.
In combat, a familiar will roll their own initiative, and it will act on its own turn.
If summoned with the Find Familiar spell, a familiar won’t be able to attack. However, if a Warlock were to choose the Pact of the Chain at level 3, their familiar gains the ability to attack.
What Is the Point of a Familiar in 5e?
There are three main areas in which familiars can assist their masters: General Assistance, Scouting, and Spell Transferring.
General Assistance – You can command your familiar to complete a task that’s within their means, or they can help you simply help you with it.
Scouting – If you choose a familiar that can fly or is usually quite stealthy, you have them mount vantage points and perform safe reconnaissance.
Spell Transferring – The Find Familiar spell tells us that familiars can deliver touch spells at the appropriate range.
Final Thoughts
Adventurers are long and arduous, so before you set off with your party, think about obtaining a Familiar, especially as a spellcaster.
Even though they can’t do everything a normal party member can, they are still of major help when given the appropriate commands.
So, learn how to give proper commands, and it will provide benefits to your party beyond that of any normal helper!