Familiar

A cat makes a classic, iconic familiar to a spellcaster.

Dreamlands cats rarely take familiars for themselves; more frequently, a Dreamlands cat exercises the unique ability to become the familiar of an allied spellcaster. This grants the cat familiar abilities that would otherwise not be attainable by player characters.

Bonded Spellcaster

When you choose this sorcerous origin at 1st level, choose an allied warlock with the Pact of the Chain, a wizard, or another spellcaster who can cast find familiar and who agrees to take you on as a familiar. When that spellcaster casts find familiar while you are within 30 feet, you can become that spellcaster’s familiar instead of that spellcaster gaining a familiar or reforming an existing familiar. If the spellcaster already had a familiar, that familiar is dismissed from service and vanishes. Typically, a Dreamlands cat player character selects another player character spellcaster to bond with in the same adventuring party.

Unlike a typical familiar, you need not obey the bonded spellcaster’s commands. You retain your own creature type (beast) and the ability to attack despite becoming a familiar. When you die, your body vanishes, and you return to the Dreamlands if you have any uses left of your Nine Lives trait (this consumes a use as normal). Your bonded spellcaster can summon you back before your recuperation time is over by casting find familiar again. If you have no uses of your Nine Lives remaining, you die normally and your body does not vanish. When your bonded spellcaster dismisses you temporarily, you can choose to ignore the dismissal. If you accept the dismissal, you are sent to the Dreamlands, from whence you can return using the Gates of Slumber or by your bonded spellcaster’s summoning.

You always have the option of refusing to appear from the Dreamlands when your bonded spellcaster summons you back.

Otherwise, you gain all the normal abilities and benefits of being a familiar. You can communicate telepathically with your bonded spellcaster while within 100 feet and can allow the bonded spellcaster to use your vision, hearing, and special senses if you are willing. You can deliver spells with a range of touch for your bonded spellcaster using your reaction.

Additionally, when you cast a spell with a range of touch, your bonded spellcaster can deliver the spell as a reaction.

You still make the spell attack roll.

As an action, you can use your bonded spellcaster’s vision, hearing, and special senses, if the spellcaster is willing. When you do, your own body is blinded and deafened until you use your action to cease using your bonded spellcaster’s senses.

You can’t have more than one bonded spellcaster at a time. If another chooses you as a familiar, you can choose to break your bond with your former bonded spellcaster to accept the new bonded spellcaster. If the GM permits you to bond with an NPC spellcaster, any XP the party earns while you have such a bonded spellcaster is divided in a way that gives the spellcaster an even share.

Symbiotic Spellcasting

As long as you are within 100 feet of your bonded spellcaster, your bonded spellcaster can use a reaction to provide somatic or material components for a spell you cast. This allows you to cast the spell without providing the components yourself (although the spell still consumes material components, if appropriate, from whichever character provided them). In a similar fashion, when your bonded spellcaster casts a spell with a verbal component while within 100 feet, you can use your reaction to provide your own verbal component in your bonded spellcaster’s place. This allows your bonded spellcaster to cast such a spell in an area of silence or while otherwise unable to speak. If the bonded spellcaster can use a spellcasting focus, that focus can be used this way in place of your spell’s material components that don’t list a cost.

Interdimensional Evasion

Starting at 6th level, you can dodge out of the way of certain area effects. When you are subjected to an area effect that allows you to make a Dexterity saving throw for half damage, you can spend 1 sorcery point to shift partially into the Dreamlands for a brief instant. You take no damage on a successful saving throw, or half damage on a failed one.

Magical Conduit

At 14th level, you can spend 2 sorcery points to use your bonded spellcaster as the point of origin for any spell you cast. You determine the spell’s target or area as if you were in your bonded spellcaster’s space. Likewise, when your bonded spellcaster casts a spell, you can spend 2 sorcery points as a reaction to allow the bonded spellcaster to determine the spell’s area or target as if cast from your space. You can target your bonded spellcaster with spells with a range of “self” and your bonded spellcaster can target you with spells that have a range of “self” using this feature. You or the bonded spellcaster must be able to see the other and be within 90 feet to cast a spell in this way.

Magic Resistance

When you reach 18th level, you have advantage on saving throws against spells and other magical effects.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.