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D&D Beast Companions & Familiars 101

May 10
4 min read

So you want to get your Snow White-on with a furry friend to tag along on your adventures but you're a little confused about how these critters actually work in combat and gameplay?



Are they attacking? Are they just scouting? Can they die permanently? And wait ... why does the ranger's companion work SO differently from the wizard's familiar?


Put that 'definitely NOT poisoned' red apple down and let my guide break down everything you need to know about beast companions and familiars in D&D.


All about beast companions


These are REAL animals bonded to you through your ranger abilities. They fight alongside you, take hits, and can actually die (but you can revive or replace them).


image of author's D&D beast companion, giant weasel named Jacob Wysocki, dressed in tie-dye shirt, an adventurer's pack and features their stats
THIS is my Kobold Beast Master's companion Jacob Wysocki (oh why yes, I DO subscribe to Dropout TV)

Who gets beast companions?

Beast Master rangers (2014 & 2024)

This is THE subclass for having a combat-ready beast companion; you get your companion at level 3 and it grows stronger with you.


Circle of Wildfire druids (Tasha's)

Technically not an "animal" but you summon a wildfire spirit that fights for you (with your bonus action); different vibe but similar mechanics.


Drakewarden rangers (Fizban's)

YOU GET A DRAGON COMPANION! It’s a similar vibe to the Beast Master ranger but it's a DRAGON.


2014 version (original PHB)

You choose a beast with CR 1/4 or lower (i.e. wolf, panther, hawk, etc.), and you have to use your action to command it to attack, which means YOU can’t attack on the same turn.


2024 version (new PHB)

Some improvements were made from the OG 2014 5e:


  • Commanding your companion uses a bonus action! You can attack AND command your beast to attack on the same turn . . . HUGE upgrade.


  • Instead of just proficiency bonus, your companion's AC and attack damage now use your wisdom (WIS) modifier, making it more powerful as you level up.


  • Your beast companion can take dash, disengage, dodge, or help as a bonus action ... even when it attacks!


  • Bestial Fury (level 11) : Your beast makes two attacks when you command it, and one of those attacks benefits from hunter's mark if the target is marked.


  • Share Spells (level 15) : Any spell you cast on yourself also affects your beast if it's within 30 feet.


Using your companion in combat

Round 1: Cast hunter's mark with your bonus action (Rangers get this for free in 2024), then attack with your action.

Round 2+: Use your bonus action to command your beast to attack, then make your own attacks with your action.


Let's get more familiar ... with the familiars (look, I'm high AF right now writing about D&D ... give me grace 😂)


These are spirits that take the form of animals and are summoned through the find familiar spell. They generally DON'T attack (unless you're a spicy lil' Pact of the Chain warlock like me), but they're great for scouting, delivering touch spells, and providing the help action.


image of author's D&D familiar, pseudodragon named Puff (the magic pseudodragon) with their stats
And THIS is my Feral Tiefling {pact of the chain} Warlock's familiar, Puff *the magic pseudodragon*

Who gets familiars?

Wizards 

Find familiar is on the wizard spell list, so any wizard can grab it at level 1.


Warlocks (Pact of the Chain) 

At level 3, if you pick Pact of the Chain (like me!), you get access to find familiar with special upgraded familiar options (imp, pseudodragon, quasit, sprite) that are way more powerful. Plus, your familiar can actually attack!


Warlocks (Pact of the Tome) 

If you pick Pact of the Tome and take the Book of Ancient Secrets invocation, you can learn find familiar as a ritual spell.


Eldritch Knight Fighters & Arcane Trickster Rogues 

Both of these subclasses can learn find familiar from the wizard spell list.


Magic initiate (wizard) & ritual caster feats

Both of these feats can give you access to find familiar.


Circle of the Shepherd Druids (XGtE) 

With wild companion, you can cast find familiar using your wild shape charges instead of the magical components that are required.


image of on the author's party member D&D wild companion: giant wasps with their stats

What familiars CAN do

  • Scout ahead: They can go check out rooms, hallways, or enemy camps WITHOUT putting you in danger.

  • Deliver touch spells: If you cast a spell with a range of "touch" (like cure wounds or shocking grasp), your familiar can deliver it for you!

  • Use the help action: Your familiar can give you (or an ally) advantage on an attack roll. The owl is especially good at this because of its flyby ability (it doesn't provoke opportunity attacks).

  • Share senses: You can use an action (or bonus action in 2024) to see and hear through your familiar's eyes and ears … like a sneaky lil’ spy.

  • Telepathic communication: You can communicate with your familiar telepathically up to 100 feet away (no message spell needed!)


What familiars CANNOT do

  • They can't attack: Unless you're a Pact of the Chain warlock, familiars are purely helpers.

  • They disappear when they hit 0 HP: They don't die permanently so you can recast find familiar to bring them back.

  • They can't carry much: Tiny creatures have terrible strength stats.


My favorite familiar choices

Owl : Flyby + Perception bonus + Help action ... I meeeean ...

Spider : Tiny, great for sneaking into places, AND can scout without being noticed.

Bat : Blindsight is hella useful in dark places.


Pact of the Chain options (Warlocks only):

Imp : Invisibility, shapeshifting, can scout anywhere and is just an overall cool familiar if you're a warlock.

Pseudodragon : Telepathy (with their warlock), magic resistance, and great support.

Quasit : Similar to imp but slightly different abilities.


Using your familiar in combat

Give the help action: Have your familiar use help to give you, or another party member, advantage to the next attack roll.

Deliver touch spells: Cast shocking grasp or inflict wounds, then have your familiar deliver it from a safe distance.

Scout during combat: Use your familiar to check around corners or see what's in the next room while you're fighting.


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