Find Familiar Choice List for D&D 5e: Best Picks and All Options

Last Updated on November 27, 2023

Fins, Fur, and Feathers: Can We Keep Him? Please?

Find Familiar is a 1st-level ritual spell that takes 1 hour to cast and grants the caster the service of a fey, fiend, or celestial who takes an animal form chosen by the caster.

The Familiars that can be selected by the player are as follows:

Players Handbook Options (PHB): Bat, Cat, Crab, Frog (Toad), Hawk, Lizard, Octopus, Owl, Poisonous Snake, Fish (Quipper), Rat, Raven, Seahorse, Spider, and Weasel   

Volo’s Guide to Monsters (VGtM) further expands the list of possible familiars to include:  Cranium Rat, Crawling Claw, Gazer (Warlock Only)

Storm King’s Thunder (SKT) also adds the ability for players to have their familiars take the form of Tressyms

Tomb of Annihilation (ToA) allows players to command their familiars into the forms of the Almiraj and Flying Monkey

Baldur’s Gate: Descent into Avernus (BGDiA) also allowed DMs to enable players to conjure an Abyssal Chicken with their Find Familiar spell instead of a Raven.

Warlocks who choose the Pact of the Chain learn the Find Familiar spell and the ability to direct their familiar to take the additional forms of an Imp, Pseudodragon, Quasit, or a Sprite.

Finally, in the Strixhaven source material, you can summon a Strixhaven Mascot using the Find Familiar spell. They are: Lorehold, Prismari, Quandrix, Silverquil and Witherbloom.  

Ultimately, all of these different choices lead players to a critical and highly nuanced question: What form should my familiar take?

Best Familiars in D&D 5e

  • Owl (PHB): Best at avoiding combat and has excellent perception checks.  Can be used for reconnaissance and as a courrier.
  • Bat (PHB): Blindsight is invaluable against invisible creatures if you have no other way to detect them.  
  • Cat (PHB):  Popular and very useful for stealthy missions.  
  • Octopus (PHB): Obviously this is water-specific, but in the water these are excellent.
  • Tressym (SKT): Extremely good option if your DM allows one.  They can see invisible and fly, as well as do anything a normal cat can do.
  • Imp (Pact Warlock Only): Every Pact Warlock option is excellent, but the title of “best” goes to the Imp.  They are just stacked with abilities.  Devil Sight, Magic Resistance, Invisibility and an excellent poison attack make them our top choice.

Find Familiar List: All Stats and Abilities for Familiars

I’m going to go ahead and put the stats for all your options in one place for easy comparison.

Bat (PHB):

A Bat is a small, flying creature with echolocation abilities, often found in dark, secluded areas like caves.

  • Armor Class (AC): 12
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 5 ft., fly 30 ft.

Echolocation: The bat can’t use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Cat (PHB):

Cats are small, nimble, and independent felines, they have keen senses and agility.

  • Armor Class (AC): 12
  • Hit Points (HP): 2 (1d4)
  • Speed: 40 ft., climb 30 ft.

Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Crab (PHB):

A Crab is a small crustacean with strong pincers, often found in aquatic environments.

  • Armor Class (AC): 11 (natural armor)
  • Hit Points (HP): 2 (1d4)
  • Speed: 20 ft., swim 20 ft.

Amphibious: The crab can breathe air and water.

Actions

Claw: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Frog (PHB):

A Frog is a small amphibian that moves by jumping and lives in both water and on land.

  • Armor Class (AC): 11
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 20 ft., swim 20 ft.

Amphibious: The frog can breathe air and water

Standing Leap: The frog’s long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

A Frog has no effective attacks.

Hawk (PHB):

A Hawk is a bird of prey, known for its keen eyesight and swift flying.

  • Armor Class (AC): 13
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 10 ft., fly 60 ft.

Keen Sight: The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Lizard (PHB):

Lizards are small reptiles, often found in warmer environments, many have quick movements and climbing abilities.

  • Armor Class (AC): 10
  • Hit Points (HP): 2 (1d4)
  • Speed: 20 ft., climb 20 ft.

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Octopus (PHB):

An Octopus is a small aquatic creature known for its intelligence, flexibility, and ability to squeeze into tight spaces.

  • Armor Class (AC): 12
  • Hit Points (HP): 3 (1d6)
  • Speed: 5 ft., swim 30 ft.

Owl (PHB):

An Owl is a nocturnal bird of prey, renowned for its silent flight, keen hearing, and good eyesight in low light.

  • Armor Class (AC): 11
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 5 ft., fly 60 ft.

Flyby: The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Poisonous Snake (PHB):

A Poisonous Snake is a small, venomous reptile that can be  stealthy and deliver a deadly bite.

  • Armor Class (AC): 13
  • Hit Points (HP): 2 (1d4)
  • Speed: 30 ft., swim 30 ft.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Quipper (Fish) (PHB):

A Quipper is a small, aggressive fish often found in schools, known for its biting attacks.

  • Armor Class (AC): 13
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 0 ft., swim 40 ft.

Blood Frenzy: The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing: The quipper can breathe only underwater.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Rat (PHB):

Rats are common rodents with strong survival instincts and the ability to thrive in various environments.

  • Armor Class (AC): 10
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 20 ft.

Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Raven (PHB):

A Raven is a highly intelligent bird, known for its problem-solving skills and adaptability.

  • Armor Class (AC): 12
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 10 ft., fly 50 ft.

Mimicry: The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Seahorse (PHB):

A Seahorse is a small aquatic creature, notable for its unique shape and slow swimming.

  • Armor Class (AC): 11
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 0 ft., swim 20 ft.

Water Breathing: The sea horse can breathe only underwater.

A Seahorse can not make any attacks.

Spider (PHB):

Spiders are small arachnids, possessing web sense, web-building and agility.

  • Armor Class (AC): 12
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 20 ft., climb 20 ft.

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Weasel (PHB):

A Weasel is a small mammal known for its slender body, quick movements, and keen senses.

  • Armor Class (AC): 13
  • Hit Points (HP): 1 (1d4 – 1)
  • Speed: 30 ft.

Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Cranium Rat (VGtM):

A Cranium Rat is an intelligent and telepathic rodent, often found in swarms and used by mind flayers for reconnaissance.

  • Armor Class (AC): 12
  • Hit Points (HP): 2 (1d4)
  • Speed: 30 ft.

Illumination: As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.

Telepathic Shroud: The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Crawling Claw (VGtM):

A Crawling Claw is an undead, animated severed hand, often used by spellcasters as a minion or guardian.

  • Armor Class (AC): 12
  • Hit Points (HP): 2 (1d4)
  • Speed: 20 ft., climb 20 ft.

Turn Immunity: The claw is immune to effects that turn undead.

Actions

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice).

Tressyms (SKT):

A Tressym is a mischievous winged cat.  Typically friendly and solitary hunters.

  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 40 ft., climb 30 ft., fly 40 ft.

Detect Invisibility: Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.

Keen Smell: The tressym has advantage on Wisdom (Perception) checks that rely on smell.

Poison Sense: A tressym can detect whether a substance is poisonous by taste, touch, or smell.

Actions

Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Almiraj (ToA):

An Almiraj is a rabbit with a unicorn horn, known for its agility and magical nature, often found in enchanted forests.

  • Armor Class (AC): 13
  • Hit Points (HP): 3 (1d6)
  • Speed: 50 ft.

Keen Senses: The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Horn: Mele Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 +3) piercing damage.

Flying Monkey (ToA):

A Flying Monkey is a small primate with wings.  They have the ability to fly, often found in tropical environments.

  • Armor Class (AC): 12
  • Hit Points (HP): 3 (1d6)
  • Speed: 20 ft., fly 30 ft

Familiar: With the DM’s permission, the find familiar spell can summon a flying monkey.

Pack Tactics: The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target Hit: 1 (1d4 – 1) piercing damage.

Abyssal Chicken (BGDiA):

An Abyssal Chicken is a demonic, chicken-like creature from the Abyss, known for its aggressive behavior and bizarre appearance.

  • Armor Class (AC): 13
  • Hit Points (HP): 3 (1d6)
  • Speed: 20 ft., fly 20 ft.

Bad Flier: The abyssal chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.

Actions

Multiattack: The abyssal chicken makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Warlock Pact of the Chain Options:

Imp (PHB):

An Imp is a small, cunning fiend often serving as familiars to warlocks and wizards, possessing shape changing abilities and invisibility.

  • Armor Class (AC): 13
  • Hit Points (HP): 10 (3d4 + 3)
  • Speed: 20 ft., fly 40 ft.

Shapechanger.The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form.

Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Devil’s Sight:  Magical darkness doesn’t impede the imp’s darkvision.

Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form):  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

On Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility:  The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Pseudodragon (PHB):

A Pseudodragon is a small dragon-like creature, valued for its companionship and telepathic bond with its allies, known for its keen senses.

  • Armor Class (AC): 13
  • Hit Points (HP): 7 (2d4 + 2)
  • Speed: 15 ft., fly 60 ft.

Keen Senses:  The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance:  The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy:  The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite:  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sting:  Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. 

If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Quasit (PHB):

A Quasit is a small, malevolent demon often found serving as a familiar to spellcasters, known for its shape-shifting and fear-inducing abilities.

  • Armor Class (AC): 13
  • Hit Points (HP): 7 (3d4)
  • Speed: 40 ft., fly 40 ft.

Shapechanger:  The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. 

Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Magic Resistance:  The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form):  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. 

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day).One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. 

The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility.The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Sprite (PHB):

A Sprite is a tiny, winged fey creature known for its mischievous nature and capability to turn invisible, often found in wooded areas.

  • Armor Class (AC): 15
  • Hit Points (HP): 2 (1d4)
  • Speed: 10 ft., fly 40 ft.

Actions

Longsword: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. 

If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight: The sprite touches a creature and magically knows the creature’s current emotional state. 

If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility: The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Gazer (VGtM):

A Gazer is a tiny beholderkin, a floating orb with four eyestalks, they tend to be curious and have mimicry abilities.

  • Armor Class (AC): 13
  • Hit Points (HP): 13 (3d4 + 6)
  • Speed: 0 ft., fly 30 ft. (hover)

Mimicry: The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Eye Rays: The gazer shoots two of the following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1- Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2- Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.

3- Frost Ray: The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4- Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.

If the target is a Tiny object that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Bonus actions

Aggressive: The gazer moves up to its speed toward a hostile creature that it can see.

Consult our Strixhaven Mascot guide for the Lorehold, Prismari, Quandrix, Silverquil, and Witherbloom stats and abilities.

And that’s it for our Familiar List!

Always keep in mind that you can take an hour to change your familiar’s shape for special occasions if you need to. 

There’s a familiar out there for everyone! Happy questing!

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