Can Familiars Flank in D&D?
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The question of whether familiars can flank in D&D is a nuanced one that often leads to passionate debates at gaming tables. The short answer is yes, familiars can participate in flanking under the right circumstances, but with significant limitations. While they can’t directly attack, their presence can provide a crucial advantage to their masters and allies through flanking. Let’s delve into the specifics of how this works, and then address some frequently asked questions.
Understanding Flanking and Familiars
The Flanking Rule
In D&D, flanking is an optional rule that grants a significant combat advantage. When a creature and at least one of its allies are positioned on opposite sides or corners of an enemy’s space, they are considered to be flanking the enemy. This flanking maneuver provides each of the flanking attackers with advantage on melee attack rolls against that enemy. This advantage makes hitting the opponent easier, increasing the chance of a successful attack and dealing damage.
Familiars and Their Limitations
Familiars, summoned through the Find Familiar spell (or similar abilities), are creatures that serve as extensions of the caster. These are small creatures that act independently, obeying the caster’s commands. However, a crucial aspect is that they cannot make attacks. The spell description is explicit on this point. This restriction often leads to confusion regarding their role in combat, particularly when flanking is concerned.
Familiars and Flanking: The Connection
Despite their inability to attack, familiars can indeed play a part in flanking. The key is that flanking is about positioning, not direct attack capabilities. The flanking rule only requires that a creature be positioned appropriately relative to the enemy and another ally. A familiar, provided it is in the correct position (adjacent to the enemy and on the opposite side as another ally), satisfies this condition.
The confusion often stems from misinterpretations regarding what constitutes an ‘ally’ for flanking purposes. Since familiars are allies, they absolutely count. Familiars can position themselves adjacent to the enemy and, if another ally (be it the spellcaster or a companion) is also adjacent on the opposite side, the familiar will have set up the flanking position. The ally making an attack would gain advantage on their attack roll.
Crucially, even if an enemy is not “paying attention” to the familiar, the flanking advantage still applies. The rule is based on the tactical position, not the opponent’s awareness. This is another point that is often misinterpreted at game tables.
Flanking and the Concept of “Armed”
Some older interpretations of flanking included a requirement for the flanking creature to be “armed,” meaning that the creature could make a melee attack. While that isn’t the official rule, it’s still a very common interpretation. So, even though familiars can’t make attacks, it may still affect a DM’s ruling based on this old logic. It is important to clarify this with your DM, as interpretations on this vary.
Frequently Asked Questions (FAQs)
1. Can familiars make melee attacks to benefit from flanking?
No. While familiars can be used to set up flanking opportunities for others, they themselves cannot make melee attacks. The Find Familiar spell clearly states that they are unable to attack.
2. Does being “unaware” of a flanking familiar negate the flanking bonus?
Absolutely not. The flanking rule relies solely on the position of the creatures, not whether the enemy is aware of or paying attention to all of them. As long as the positioning criteria are met, flanking bonus applies.
3. Can a familiar’s Help action trigger sneak attack?
Yes. If a rogue’s target is within 5 feet of a friendly creature, the rogue can use sneak attack. Since the familiar is a friendly creature, that condition is satisfied. Furthermore, a familiar can also use the Help action to grant advantage, which also enables a rogue’s sneak attack.
4. Do familiars roll their own initiative in combat?
Yes, familiars act independently in combat and roll their own initiative. This means they will act on their own turn and can position themselves for flanking or other strategic maneuvers.
5. What actions can familiars use in combat, besides flanking?
Besides flanking, familiars can take the Help action, move around the battlefield, deliver items, and take other actions as determined by the DM and allowed under the rules. They cannot make attacks or use special action based on a creature’s stat block.
6. Does a restrained creature still count for flanking purposes?
Yes, a restrained creature still counts toward flanking because the restrained condition does not explicitly state that they are incapacitated. They may have disadvantage to attack, but can still fulfill the tactical positioning for flanking.
7. Can grappled creatures count for flanking?
Yes, a grappled creature can threaten the enemy as long as they wield a one-handed weapon, have a melee touch spell ready, or possess a similar melee option. This means a grappled creature can still satisfy the requirement for a flank.
8. Can a spiritual weapon set up flanking?
No. Spiritual weapons do not count towards flanking. They are spells, not creatures. The flanking rule requires a creature, an ally. Thus, a spiritual weapon will not fulfill the position requirements to provide advantage via flanking.
9. What happens if a familiar is reduced to 0 hit points?
A familiar disappears when reduced to 0 hit points, leaving behind no physical form. It can be summoned again using the Find Familiar spell. There is no penalty other than having to spend the time to summon it again, and any materials that you have to expend to do so.
10. Can you polymorph a familiar?
Yes. The polymorph spell can target a creature within range, and since a familiar is considered a creature, it can be targeted. However, this would mean losing the familiar’s usual abilities until it is turned back into its familiar form.
11. Can familiars hold their actions?
Yes. Familiars can hold their actions and trigger their held action according to the rules. They may use it to Help, or to move. Since they can’t attack, they would never hold it to attack.
12. Do familiars age?
Technically, yes. However, there are no official hard rules on this. Some DMs use the rule of a familiar living as long as the master or until its natural dying age, whichever is longer. This is something to discuss with your DM.
13. What happens to a familiar if its caster dies?
The Find Familiar spell has an instantaneous duration, meaning the effect of the spell does not depend on the caster’s state. The familiar remains as long as it can stay alive and is not tied to the life of its master.
14. Can you speak through a familiar?
Yes. You can speak through a familiar in your own voice when perceiving through its senses. Telepathic communication is also available when the familiar is within 100 feet.
15. Can a familiar become a sidekick?
Yes, with DM approval. Familiars can become sidekicks, but it’s up to the DM. Doing so may nerf the party, so it’s not always recommended.
Conclusion
While familiars cannot directly attack, they play a tactical role in D&D combat, particularly in setting up flanking opportunities. Understanding their limitations and the proper way to use their positioning can be highly valuable. Whether you’re setting up sneak attacks for a rogue or creating openings for your allies, the often-overlooked familiar can make all the difference in a tactical encounter.