A Familiar Handbook
So you want a familiar? Well, congratulations; you've made a good choice. Familiars are a versatile, fun, and useful way to gain some more abilities, and getting one isn't hard. In this guide, I'll be reviewing all possible familiars, as well as some of the strategies they can be part of.
I'll be using the common color-code system.
Great - Some of the best options in the game. Always consider them.
Good - You won't regret those options. Still, picking something else is no disaster.
Reasonable - Not bad, but there's probably something better.
Bad - Do you really need this? A few niche builds might be able to make use of a purple option, but you should probably just avoid them.
Horrible - No. Avoid like you'd avoid a weekly game of FATAL.
How to obtain a familiar
Wizard 1 - Find Familar 1st level spell. The only class that gets Find Familiar on its spell list. Note that conjurers will have a much beefier familiar than other wizards, and might even want to use it as meat shield.
Fighter (Eldritch Knight) 3 - Find familiar as unrestricted 1st level spell. Not a bad option.
Rogue (Arcane Trickster) 3 - Find Familiar as unrestricted 1st level spell. Your familiar is less useful out-of-combat when you're a skill monkey yourself.
Warlock 3 (Pact of the Chain) - The undisputed best when it comes to familiars. Four new forms with great abilities and a handful of ways to buff them even further? Yes please.
Warlock 3 (Pact of the Tome) - choose Book of Ancient Secrets invocation. Technically, there's a second way for warlocks to get a familiar. You'd probably take this invocation anyway if you're choosing this pact.
Bard 10 - Magical Secrets to learn Find Familiar. Costly to give up one of your magical secrets for a 1st-level spell.
Feat (Ritual Caster) - with book containing Find Familiar. Definitely the better of the two feats if you want a familiar. It requires some intelligence or wisdom, though.
Feat (Magic Initiate) - choose Wizard and select Find Familiar. More ability-dependent than Ritual Caster, but by picking cantrips without saving throw/attack roll or having decent intelligence this gets much better.
With feat access, familiars are not just for casters. Other classes may find some of their unique abilities useful to help them better fulfill their own role within the party.
What familiars are available:
Type becomes Celestial, Fiend, or Fey:
Land
Cat (advantage perception [smell], climb, stealth): High speed might come in handy, and in some areas it can easily blend in.
100 ft telepathic/touch spells, AC 12, HP 2, tiny beast, PP 13 (adv smell), stealth +4, speed 40 ft, climb 30 ft, Str-4, Dex+2, Con+0, Int-4, Wis+1, Cha-2
Lizard (darkvision, climb): Slow and easy to kill.
100 ft telepathic/touch spells, AC 10, HP 2, tiny beast, darkvision 30 ft, PP 9, speed/climb 20 ft, Str-4, Dex+0, Con+0, Int-5, Wis-1, Cha-4
Poisonous Snake (blindsight, swim, poison): Useful to help generate poisons. Great for assassins.
100 ft telepathic/touch spells, poison, AC 13, HP 2, tiny beast, blindsight 10 ft, PP 10, speed/swim 30 ft, Str-4, Dex+3, Con+0, Int-5, Wis+0, Cha-4
Rat (darkvision, advantage perception [smell]): Easy to kill, blends in well in most areas
100 ft telepathic/touch spells, AC 10, HP 1, tiny beast, darkvision 30 ft, PP 10 (adv smell), speed 20 ft, Str-4, Dex+0, Con-1, Int-4, Wis+0, Cha-3
Spider (darkvision, spider climb, stealth, poison): Helpful if you like to cast web and then have the spider enter the webs to cast touch spells on the restrained creatures with advantage.
100 ft telepathic/touch spells, poison, AC 12, HP 1, tiny beast, darkvision 30 ft, PP 10 (web sense), stealth +4, speed/climb 20 ft (spider climb, web walker), Str-4, Dex+2, Con-1, Int-5, Wis+0, Cha-4
Weasel (advantage perception [hearing/smell], stealth): The stealthiest of all familiar and fairly perceptive
100 ft telepathic/touch spells, AC 13, HP 1, tiny beast, PP 13 (adv hearing/smell), stealth +5, speed 30 ft, Str-4, Dex+3, Con-1, Int-4, Wis+1, Cha-4
Flying
Bat (blindsight [sound], advantage perception [hearing], fly): Blindsight is the selling point here (especially if your DM rules Keen Hearing enhances it). Great for detecting invisible assassins.
100 ft telepathic/touch spells, AC 12, HP 1, tiny beast, blindsight 60 ft (sound), PP 11 (adv hearing), fly 30 ft, Str-4, Dex+2, Con-1, Int-4, Wis+1, Cha-3
Hawk (advantage perception [sight], fly): Fast flier with great perception. A decent aerial scout.
100 ft telepathic/touch spells, AC 13, HP 1, tiny beast, PP 14 (adv sight), fly 60 ft, Str-3, Dex+3, Con-1, Int-4, Wis+2, Cha-2
Owl (darkvision, advantage perception [sight/hearing], fly, flyby, stealth): Long-range darkvision, fast flying speed, proficiencies where you need them, and on top of all that they've got Flyby.
100 ft telepathic/touch spells, AC 11, HP 1, tiny beast, darkvision 120 ft, PP 13 (adv sight/hearing), stealth +3, fly 60 ft (flyby), Str-4, Dex+1, Con-1, Int-4, Wis+1, Cha-2
Raven (fly, mimicry): Mimicry makes this perhaps the most versatile of all familiars. Bonus points if you fluff it as a parrot.
100 ft telepathic/touch spells, mimicry, AC 12, HP 1, tiny beast, PP 13, fly 50 ft, Str-4, Dex+2, Con-1, Int-4, Wis+1, Cha-2
Aquatic
Crab (blindsight, amphibious, stealth): Useful if your planning to travel underwater and blindsight is important to you.
100 ft telepathic/touch spells, AC 11, HP 2, tiny beast, blindsight 30 ft, PP 9, stealth +2, speed/swim 20 ft (amphibious), Str-4, Dex+0, Con+0, Int-5, Wis-1, Cha-4
Frog (toad) (darkvision, amphibious, stealth): Similar to the crab.
100 ft telepathic/touch spells, AC 11, HP 1, tiny beast, darkvision 30 ft, PP 11, stealth +3, speed/swim 20 ft (standing leap 10 ft, amphibious), Str-4, Dex+0, Con+0, Int-5, Wis-1, Cha-4
Octopus (darkvision, aquatic-only, stealth, ink cloud): A great scout for when you're underwater. Note that Ink Cloud isn't an attack, so you can enjoy heavy obscurement all combat long.
100 ft telepathic/touch spells, AC 12, HP 3, small beast, darkvision 30 ft, PP 12, stealth +4 (adv), swim 30 ft (hold breath, water breathing, ink cloud [5 ft+dash]), Str-3, Dex+2, Con+0, Int-4, Wis+0, Cha-3
Quipper (fish) (darkvision, aquatic-only, blood frenzy): Blood Frenzy can get that important spell to hit, and it has a high swim speed. Use touch spells to attack from a safe distance via your familiar with advantage.
100 ft telepathic/touch spells, blood frenzy, AC 13, HP 1, tiny beast, darkvision 60 ft, PP 8, swim 40 ft (water breathing), Str-4, Dex+3, Con-1, Int-5, Wis-2, Cha-4
Sea Horse (aquatic only): Generally less viable than any other aquatic familiar.
100 ft telepathic/touch spells, AC 11, HP 1, tiny beast, PP 10, swim 20 ft (water breathing), Str-5, Dex+1, Con-1, Int-5, Wis+0, Cha-4
Warlock Variants
Imp (darkvision, devil’s sight, fly, shapechange, stealth, resistances, immunities, invisibility, poison, speech): A great pick! Three different animal forms, great skill proficiencies, darkvision, invisibility... there's just so much this gives you. Not to mention that depending on your DM, you might be able to harvest the imp's poison.
[imp form] 100 ft telepathic/touch spells, resistance (cold/weapons [non-silver/mgc]), immunity (fire/poison/poisoned), magic resistance, language (common/infernal), invisibility, AC 13, HP 10, tiny fiend (devil, shapechanger), darkvision 120 ft, devil's sight, PP 11, stealth +5, deception/persuasion +4, insight +3, speed 20 ft, fly 40 ft, Str-2, Dex+3, Con+1, Int+0, Wis+1, Cha+2, Sting +5 (1d4+3P+3d6 poison [Con sv DC11 1/2])
[rat form] 100 ft telepathic/touch spells, resistance (cold/weapons [non-silver/mgc]), immunity (fire/poison/poisoned), magic resistance, understands (common/infernal), invisibility, AC 13, HP 10, tiny fiend (devil, shapechanger), darkvision 120 ft, devil's sight, PP 11 (adv smell), stealth +5, deception/persuasion +4, insight +3, speed 20 ft, Str-2, Dex+3, Con+1, Int+0, Wis+1, Cha+2, Bite +5 (1d4+3P+3d6 poison [Con sv DC11 1/2])
[raven form] 100 ft telepathic/touch spells, resistance (cold/weapons [non-silver/mgc]), immunity (fire/poison/poisoned), magic resistance, language (common/infernal), invisibility, AC 13, HP 10, tiny fiend (devil, shapechanger), darkvision 120 ft, devil's sight, PP 11, stealth +5, deception/persuasion +4, insight +3, speed 20 ft, fly 60 ft, Str-2, Dex+3, Con+1, Int+0, Wis+1, Cha+2, Peck +5 (1d4+3P+3d6 poison [Con sv DC11 1/2])
[spider form] 100 ft telepathic/touch spells, resistance (cold/weapons [non-silver/mgc]), immunity (fire/poison/poisoned), magic resistance, understands (common/infernal), invisibility, AC 13, HP 10, tiny fiend (devil, shapechanger), darkvision 120 ft, devil's sight, PP 11 (web sense), stealth +5, deception/persuasion +4, insight +3, speed/climb 20 ft (spider climb, web walker), Str-2, Dex+3, Con+1, Int+0, Wis+1, Cha+2, Bite +5 (1d4+3P+3d6 poison [Con sv DC11 1/2])
Pseudodragon (blindsight, darkvision, advantage perception, fly, stealth, poison with poisoned state): This sadly isn't as good as the other improved familiars. Apart from being a flying telepathy beacon, this familiar just can't keep up with the others at higher levels.
100 ft telepathic/touch spells, magic resistance, understands (common/draconic), limited telepathy 100 ft, AC 13, HP 7, tiny dragon, blindsight 10 ft, darkvision 60 ft, PP 13 (adv sight/hearing/smell), stealth +4, speed 15 ft, fly 60 ft, Str-2, Dex+2, Con+1, Int+0, Wis+1, Cha+0, Sting +4 (1d4+2P+poisoned 1 hour [Con sv DC11, DC6 or less unconscious])
Quasit (darkvision, shapechange, resistances, immunities, invisibility, stealth, poison with poisoned state, scare, speech): A very good choice (though I'd say the imp is still better). Remember that Scare doesn't count as an attack, so it can use it without you having to give up your actions.
[quasit form] 100 ft telepathic/touch spells, resistance (cold/lightning/weapons [non-mgc]), immunity (poison/poisoned), magic resistance, language (common/abyssal), invisibility, scare, AC 13, HP 7, tiny fiend (demon, shapechanger), darkvision 120 ft, PP 10, stealth +5, speed 40 ft, Str-3, Dex+3, Con+0, Int-2, Wis+0, Cha+0, Claws +4 (1d4+3P+2d4 poison/poisoned 1 minute [Con/turn sv DC10])
[bat form] 100 ft telepathic/touch spells, resistance (cold/lightning/weapons [non-mgc]), immunity (poison/poisoned), magic resistance, understands (common/abyssal), invisibility, scare, AC 13, HP 7, tiny fiend (demon, shapechanger), darkvision 120 ft, blindsight 60 ft (sound), PP 10 (adv hearing), stealth +5, speed 10 ft, fly 40 ft, Str-3, Dex+3, Con+0, Int-2, Wis+0, Cha+0, Bite +4 (1d4+3P+2d4 poison/poisoned 1 minute [Con/turn sv DC10])
[centipede form] 100 ft telepathic/touch spells, resistance (cold/lightning/weapons [non-mgc]), immunity (poison/poisoned), magic resistance, understands (common/abyssal), invisibility, scare, AC 13, HP 7, tiny fiend (demon, shapechanger), darkvision 120 ft, PP 10, stealth +5, speed/climb 40 ft, Str-3, Dex+3, Con+0, Int-2, Wis+0, Cha+0, Bite +4 (1d4+3P+2d4 poison/poisoned 1 minute [Con/turn sv DC10])
[toad form] 100 ft telepathic/touch spells, resistance (cold/lightning/weapons [non-mgc]), immunity (poison/poisoned), magic resistance, understands (common/abyssal), invisibility, scare, AC 13, HP 7, tiny fiend (demon, shapechanger), darkvision 120 ft, PP 10, stealth +5, speed/swim 40 ft (standing leap 10 ft, amphibious), Str-3, Dex+3, Con+0, Int-2, Wis+0, Cha+0, Bite +4 (1d4+3P+2d4 poison/poisoned 1 minute [Con/turn sv DC10])
Sprite (fly, stealth, invisibility, heart sight, poison with poisoned state, speech): A very nice choice. Aside from the obscene stealth modifier, you get to know a creature's alignment and emotions.
100 ft telepathic/touch spells, speaks (common/elvish/sylvan), invisibility, heart sight, AC 15, HP 2, tiny fey, PP 13, stealth +8, speed 10 ft, fly 40 ft, Str-4, Dex+4, Con+0, Int+2, Wis+1, Cha+0, Shortbow +6 (range 40/160, 1P+poisoned 1 minute [Con sv DC10, DC5 or less unconscious])
What to tell a familiar to do
Scout
Many familiars have excellent stealth modifiers and special senses/movement modes. This makes them excellent scouts. Familiars like Spiders, Bats, and Rats (or invisible Imps) aren't likely going to be attacked by anyone really, maybe a bartender in his tavern. You can send your familiar to the enemy camp, use it to get some information (Blindsense for the spider is useful in that), and then let it report back. It can save you a lot of blood if you use it right.
A raven would be also useful, because he can Mimicry sound, so he can send what people say to you using his telepathic bond.
Pros: Information on what you're going to face is valuable.
Cons: If anything notices your familiar, it's probably going to die.
Helping Hands/Claws/Talons/Tentacles
A familiar can use the help action if within 5 feet of an enemy, granting advantage on the next attack. It can use the help action to gain you the advantage on the next ability check as well. The help action must be taken before your turn. It is simple enough for invisible familiars to distract the opponent with sound, and certainly those who are riding along with you into melee. This trick is especially useful for Eldritch Knight's and Arcane Trickster's. Imp or quasit can likely administer a healing potion (or goodberry).
Pros: Advantage on your first attack. Need I say more?
Cons: Melee isn't an ideal place for anything with single-digit HP. The familiar can only help for a ability check when it is capable of succeeding at the check alone (this is up to GM decision).
Deliver a touch spell:
A familiar can deliver a touch spell for you within 100 feet.
Pros: potentially far more rewarding than simply attacking and doesn't put you at risk.
Cons: The familiar may end up as a target of the enemy and die quickly.
Surprise debuff
Have the sneakiest familiar you can summon sneak up to an enemy, cast a debilitating spell, and attack before the spell can run out. Getting a surprise round is much easier this way. Small issue; your familiar will most likely die.
Pros: Easy surprise round.
Cons: Costs 10 GP.
Warlock (Pact of the Chain) - Attack:
Only a Warlock with Pact of the Chain allows a familiar to take the attack option, forgoing one of their own attacks to allow the familiar to attack.
Pros: Delivering poison as an Imp or Qusit could be a powerful debuff
Con: As soon as their invisibility is blown, they are at dire risk.
Warlock (Pact of the Chain) - Activate items:
Quasit, Imp and Sprite have speech to activate items requiring a command word.
Pros: Win at action economy.
Cons: The familiar will need to be wielding the item to activate.
Assassin - poison weapons/ammo:
An assassin (or other trained with a poisoner's kit) can milk a poisonous familiar for their venom to use with their weapons/ammo.
Pros: Poisons that apply the poisoned condition is an incredible debuff.
Cons: Most characters won't be proficient in poisoner's kits. Using poison commonly tends to give the character a bad name. Many GMs will not allow this technique to be used.
What to give a familiar
Should the familiar have the physical means and intelligence to use equipment, there are many good cheap tactical items for them to use their action in combat to utilize. A familiar can attune to a magic item, but any item attuned to a creature under your control (such as, but not limited to, familiars, beast companions, simulacrums, conjured creatures, hirelings, lickspittles, etc.) counts against both the controlling character’s limit of three attuned items and the character’s permanent magic item count.
Wands that do not require attunement by spellcaster: magic missile, fear
Bag of Tricks: put more allies on the field, between you and the enemy
Eversmoking Bottle: conceal your location or a retreat
Potion of Healing/restoring consumables: keep it around to feed you in case you get knocked out
Item of Commanding Elementals: have the familiar use its concentration
Circlet of Blasting: a little nuking
Cube of Force: delay initiative tactically to have familiar protect you with cube round to round
Deck of Illusions: reasonable illusionist and use its move action to manipulate
Eyes of Charming: might as well have the familiar use its attunement
Notes
The Variant familiars are worth their weight in gold. An straightforward strategy is to keep your familiar in the hood of your cloak, using you as cover to hide - note the additional weight you are now carrying. This allows the familiar to provide snipe activation of any magic items they are attuned to or you have stashed in the hood for them to use.
You will likely need a strategy for keeping your familiar alive, most notably from AoE damage. The Imp at least has immunity to fire damage. Abjurers have additional tools such as Arcane Ward they can use to keep the familiar from taking damage. That said, the cost to replace a familiar is just 10gp and the time to cast the ritual again.