DISCLAIMER: Since we are building this homebrew system, it will constantly be a work in progress as we change and improve things to suit the group.
In times of dire needs, beasts have offered companionship.
And if you are able to gain the trust of these creatures, they can accompany you during your time at Beacon.
GECKO:
"H-Heya! Haha, sure has been a while, hasn't it? Awe, Pebbles? Don't worry about 'em. They're still doing quite dandy! Anyhoot-
I've been working with Kest at the stables over at the Pocket dimension and we've both noticed the creatures there have been getting really antsy. I don't quite blame them! Some creatures desire stimulation, just like you and I. After some talking, Kest and I thought it'd might be fun to let them travel with you!
Keep in mind that it ain't going to be an easy process though! A life is still a life. So be sure to give me a good listen!"
The Mechanics of Partnering with a Familiar
Here's a quick summary of the topics that is covered in this system!
They do not get a turn in combat, but higher level creatures may accompany you and act on your bonus action to afflict a non-damaging status affect. If they are to take a hit or any form of damage, they will die. By agreement with Cry, we will be able to recover them back at the Pocket dimension. However, if Kest and I receive them through this method, they will not be returned to you. Cry is already doing the most by ensuring you don't die. They cannot extend this hand to every form of life at all times.
Therefore, familiars are there to assist you, not perish by your cause or guidance. Familiar abuse or negligence will prevent you from partnering any future creatures from the bestiary. This ban will not be issued or taken lightly. The fee to partner with a beast is a pact for you to understand the value of their lives. It is not ownership over their will.
NOTE: If you are willingly endangering your familiar, the damage will be instant. They will be teleported back to Kest's stables and removed from your care. You will not get a refund for the contract or be able to find another familiar to replace that contract. You will have to wait until your next available contract before you are able to partner with a creature again.
Familiars take on a support role at your side rather than an offensive or defensive role. Depending on how strong they are, the things that they're capable of can vary. Some examples include:
boosting your skills or spell-casting
afflicting conditions (that don't cause damage)
ie. frightening, blinding, paralyzing, and more
When in combat, they act on your turn. What they do does not exhaust your main or bonus action. Instead, they are their own separate action, called a "familiar action". Depending on their level, they have up to three skills they're capable of.
As for their movement, they can either be slow, average, or fast.
slow creatures = movement speed of 15 ft.
(may be carried to share their carrier's movement speed)
average creatures = movement speed of 30 ft.
fast creatures = movement speed of 45 ft.
Creatures partnered outside of the Greendale bestiary are classified as average-paced creatures and naturally have 30 ft. of movement.
All creatures have three levels of experience. The skills acquired / developed must be in relation to each other and the stat they are centered around. They strengthen with you and can be redeemed through the completion of training prompts.
When you gain a level, your familiar gains the ability to level up. With your level-up, you will receive a training permit you can use with Kest to complete a prompt either through art or writing. Both forms are accepted.
FOR EXAMPLE
You gain a Lvl 1 familiar at Lvl 5.
When you reach Lvl 6, your familiar can train to Lvl 2.
When you reach Lvl 7, your familiar can train to Lvl 3.
This is not a specific pattern where if you gain a familiar at Lvl 8, they're immediately Lvl 3. They need to train with you in order to level up. So if you gain a familiar at Lvl 8, it becomes:
You gain a Lvl 1 familiar at Lvl 8.
When you reach Lvl 9, your familiar can train to Lvl 2.
When you reach Lvl 10, your familiar can train to Lvl 3.
Only one familiar can accompany you in a mission at a time. You are able to partner with up to three familiars, though! You will need to reach a certain level before we permit you to take on another pact, however.
Traveler Level: 5
You can pair with your first familiar.
Traveler Level: 10
You can pair with a second familiar.
Traveler Level: 15
You can pair with your third familiar.