Familiar Nonsense 2: Which spells are useful to cast with a Familiar?
TL:DR >!about half of them.!<
With Magic Initiate: Wizard allowing all classes access to Find Familiar at level 1, I figured I'd look into the familiars' key trait of being able to deliver Touch spells on your behalf.
I was initially concerned with seeing if it continued to be useful as you gained levels, as the wisdom I had gleaned from my previous Familiar post was that it tended to wane in effectiveness as CR rises, but in truth there was still some basic utility to it up to 9th level spells.
Let's dive on in!
Cantrips
Chill Touch
> While its name makes more sense now, making this cantrip a melee spell attack is a decided nerf from its previous 120 ft range. A familiar lets you undo that nerf.
Guidance
> There are many times where you would wish to support someone without actually being next to them, particularly when you do not wish other people to know that the supported person's skills are currently being augmented with magic.
Light
> A Familiar is already a fantastic scout, but making/giving them a light source is a fantastic bit of hands-free utility.
Mending
> You'd be surprised how often you may wish to repair things that are in awkward out-of-reach positions.
Resistance
> This cantrip is at its best against AoE hazards. Your familiar will typically die in these scenarios, and casting Resistance is less effective than simply not having it be present in the moment. Still, sometimes you need your familiar out anyway, and this is more effective at keeping them alive than Mage Armor
Shocking Grasp
> Turning off a creature's Opportunity Attacks is fantastic for a mage getting out of melee. Doing it through your familiar lets you save your allies as well.
1st Level
Cure Wounds
So, the obvious comparison here is Healing Word. But as it turns out:
- 2d8×lvl > 2d4×lvl
- 100 ft > 60 ft
- Sometimes you have a Bonus Action to use
- Sometimes you're healing out of combat at range
Heroism
Dispelling the Frightened condition is best done at range. This is also the lowest leveled spell that upcasts to more targets, which raises the following question.
> A Familiar can spend its reaction to deliver the touch of a spell for you. But what happens if you would touch multiple targets? Can you split the touched targets between your familiar and your own hands simultaneously, or does casting through the familiar replace your touch?
> This is unclear to me, but there are several affected spells which improve drastically if this is the case.
Identify
"So, you touch it?"
"Nope."
Jump
As a spellcaster, you usually have good tools for spending spell slots to avoid making traversal checks. In the case where your allies fail this check, it's often better to send a flying familiar down to magically assist rather than spending an additional 2 spell slots crossing and re-crossing to deliver a touch yourself. Faster, too.
Protection from Evil and Good
Dispelling an ally's Charm/Possession is best done from outside their effective range, as is the part where you're granting disadvantage from what are usually melee combatants.
404 error: Spell Not Found
> ^(The spells I deem asynergetic with a familiar will be listed in a comment. I did not forget them. The dividing line is Goodberry, where a familiar is helpful in delivering berries you kept in your pocket, but absurd to consider in the casting of the spell. Whole new meaning to Owl Pellets there, blech.)
2nd Level
Arcane Lock
Familiars make for fantastic scouts, and this is peak hijinx if you've the material components to burn. Just remember to tell your party the password. Locking a door or window that may produce enemies on an inexcessible elevation is also fantastic.
Continual Flame
If you're ever casting this spell rather than just buying 50gp of mundane light sources, it's because you intend to illuminate something for the long-haul. A familiar would allow you to create ceiling lights in this fashion.
Death Armor
If someone needs advantage on death saving throws and reflective damage against melee, it sounds like they're in a dangerous position and you should keep your distance. However, you probably pre-cast this with Circle Casting to avoid spending an Onyx.
Dragon's Breath
Cast Dragon's Breath on the Familiar to give them an offensive option. You probably already knew this combo, but if you didn't I'm glad to tell you this gets around the attack restriction!
Enhance Ability
This is good for the same reason Guidance is.
Invisibility
If you can split targets when upcasting, this is EXTREMELY good. It's still useful if you can't, though.
Lesser Restoration
While Blindness and Deafness can happen to anyone, Paralysis and Poison tend to happen to frontliners. You also really don't want ANY of these effects and so want to keep your distance
Protection from Poison
This is less flexible than Lesser Restoration, but it's arguments still apply here.
Rope Trick
Rope Trick is a shenanigans-heavy spell, and being able to set the shenanigans Over There rather than Right Here grants great flexibility.
Spider Climb
Apropos to be delivered by an actual Spider and shares the logic of Jump with the split-casting of Heroism
3rd Level
Bestow Curse
The fact that this is touch is the reason that most people don't take it. Used with a Familiar it becomes the most devastating debuff spell available at this level.
Feign Death
Combo with Charm Person to knock someone out for an hour at range. Combo with a venomous familiar (e.g. Scorpion) for cinema's sake.
Fly
See also: Spider Climb
Gaseous Form
See also: Spider Climb. Also you can save allies who are actively in danger of death with this, so doing this with a greater effective range also provides a great deal of safety to your party.
Glyph of Warding
Plant your trap on the ceiling to make it more difficult for the enemy to see and/or dispel
Protection from Energy
See: Resistance
Remove Curse
Most curses give you time to touch them yourself. However, suppressing a cursed item can end a room's hazard, so clever dungeon makers plant those in places you can't reach.
Revivify
A location where your ally died is definitionally deadly. The tight deadline of this also means that the range and speed of a Familiar is worth even more
4th, 5th, and 6th Level
Freedom of Movement
See also: Spider-Climb. This one in particular is at its most useful when combined with a highly mobile familiar, particularly in undersea ventures.
Greater Invisibility
See also: Invisibility
Stone Shape
Shaping Stone you cannot reach can provide light, fresh air, or just stop the hazard that's killing you from above.
Contagion
If you're casting this, you want to do so from range. It's also very thematic for certain familiars.
Drawmij's Instant Summons
A familiar is very useful in using this spell to steal something worth more than a 1000 gp sapphire.
True Seeing
In the rare event where you need to cast this in combat, you can't really afford to spend extra turns getting to your target with movement.
7th, 8th, and 9th Level
Regenerate
If you're casting this spell in combat, it's on a frontliner who is yo-yoing. That sounds a dangerous position to be in, and not one you want to touch.
Sequester
See: Feign Death
Symbol
See: Glyph of Warding
Mind Blank
If you're using this to cleanse the Charmed condition, they've definitely been Dominated at this level, so getting close is probably a bad idea.
Foresight
When selecting a Champion in this way, a familiar lets you have a larger net to choose from.
So yes, the pool from which to use your Familiar dwindles as levels go up, and the amount of value your Familiar adds requires more niche applications at those levels.
Still, the feature itself maintains potency so long as you are squishy and creative!