Improved Familiar

( Complete Warrior, p. 100)


This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar (see Familiars, page 52 of the Player's Handbook). This feat was originally presented on page 200 of the Dungeon Master's Guide; the description here provides new alternatives for arcane spellcasters who want familiars to stand beside them in battle.


Ability to acquire a new familiar, and base attack bonus, compatible alignment, sufficiently high arcane spellcaster level,


When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). For example, a chaotic good spellcaster could acquire a neutral familiar. A lawful neutral spellcaster could acquire a neutral good familiar. The spellcaster must have at least the arcane spellcaster level and base attack bonus indicated below in order to acquire the familiar. Familiar ----- Align---- Level---BAB. Krenshar --- N -------- 3rd --- +3. Worg -------- NE ------ 3rd --- +3. Blink dog ---- LG ------ 5th --- +5. Hell hound -- LE ------- 5th --- +5. Hippogriff --- N -------- 7th --- +7. Howler ------ CE ------ 7th --- +7. Winter wolf - NE ------ 7th --- +7. Improved familiars otherwise use the rules presented on pages 52 and 53 of the Player's Handbook. Granted Abilities: In addition to their own special qualities, all familiars grant their masters the Alertness feat, the benefit of an empathic link, and the ability to share spells with the familiar. Improved Evasion (Ex): If a familiar is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and only half damage on a failed save.

Also appears in

  1. Complete Scoundrel
  2. Forgotten Realms Campaign Setting
  3. Player's Guide to Faerûn
  4. Races of Faerun
  5. Serpent Kingdoms
  6. Tome and Blood: A Guidebook to Wizards and Sorcerers