TEXT: Not every RPG has rules for allowing Magic-Users/Mages/Wizards the ability to call upon their arcane powers to summon familiar to act as an aide and companion. This famil-
  iar generator includes a generic Find Familiar spell and a method for generating more „unique‰ familiars.
  The wizard graphic used is a public domain image from The Merry Ballads of the Olden Time, illustrated in pictures & rhyme, from F. Warne & Co., 1880. The book & skull graphic used is 
  a public domain image from Eene halve Eeuw, 1848-1898, by Pierre Henri Ritter, 1898
  Using these tables: Roll 1d30 on Tables 1, 2a and 2b. If the roll result on Table 1 is 1-5, roll an additional time on Table 2b, and if the roll result is 26-30, roll an additional time on 
  Table 2a. 
  Result
  Cat (+1 Bane)
  Crow (+1 Bane)
  Dog (+1 Bane)
  Rat (+1 Bane)
  Weasel (+1 Bane)
  Bat
  Chipmunk
  Duck
  Ferret
  Fox
  Frog
  Giant Centipede
  Hawk
  Lemur
  Lizard
  Monkey
  Owl
  Rabbit
  Raccoon
  Giant Scorpion
  Skunk
  Snake
  Squirrel
  Toad
  Wolf
  Weasel (+1 Boon)
  Rat (+1 Boon)
  Dog (+1 Boon)
  Crow (+1 Boon)
  Cat (+1 Boon)
  d30 Alternate Familiar Generator
  Table 1: Familiar
  By Christopher Stogdill (AKA the Frugal GM)
  FGM037n: d30 Alternate Familiar Generator
  This work is licensed under a Creative Commons Attribution-Non-
  Commercial-ShareAlike 4.0 International License.
  Roll
    1
    2
    3
    4
    5
    6
    7
    8
    9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Results
  Knows one 1st level divine spell (can cast it once a day)
  Does not sleep
  Can speak MasterÊs native language
  Healthy (double normal hit points)
  Empathic connection with Master
  Able to communicate with other animals of its type
  Can read MasterÊs native language
  Has Infravision (60Ê)
  Knows one 1st level arcane spell (can cast it once a day)
  Table 2a: Boons
  Roll
    1
    2-3
    4-6
    7-10
    11-20
    21-24
    25-27
    28-29
    30
  Does not sleep
  Healthy (double normal hit points
  (
  )s
  Able to communicate with other animals of its type
  Has Infravision (60Ê)Ê
  Results
  Needy (+1 penalty to MasterÊs initiative)
  Lazy (sleeps/rests 12 hours a day) 
  Deaf
  Healthy Appetite (eats 2x as much as the Master does)
  Coward (will not engage in risky behavior)
  Territorial (scent marks everything)
  Noisy (increases random encounter chance by +1)
  Afraid of the dark (must be within 10Ê of light source)
  Clumsy (-1 to Saving Throws for itself and its Master)
  Table 2b: Banes
  Roll
    1
    2-3
    4-6
    7-10
    11-20
    21-24
    25-27
    28-29
    30
  Lazy (sleeps/rests 12 hours a day
  (
  )y
  Healthy Appetite (eats 2x as much as the Master does)s
  Territorial (scent marks everything
  (
  )g
  Afraid of the dark (must be within 10Ê of light source
  (
  )e
  Find Familiar
  Level:
  Duration:
  Casting Time:
  Range:
  Components:
  1
        Special
                12 Hours
   Special
                Verbal, Somatic, Material
  The Find Familiar spell allows the caster to summon a special animal 
  spirit that acts as a guide & companion. The most common familiars 
  are cats, crows, dogs, rats, and weasels, but other animal spirits can be 
  summoned.
  To cast Find Familiar the caster must draw both a summoning circle 
  and a protective circle using special gemstone chalk (500 gold pieces 
  for each circle). Once the circles are complete the caster must stay 
  within the protective circle and recite the Find Familiar incantation for 
  at least 12 Hours. Normally only one animal spirit is summoned, but if 
  the caster wishes to summon more than one spirit and select the most 
  appropriate one, he can also add 1,000 gold pieces worth of conse-
  crated candles to the summoning circles and/or 1,000 gold pieces 
  worth of specially-prepared incense (each addition gives an additional 
  d30 roll on table 1 and the player gets to chose which roll to take).
  Once the familiar is summoned it takes physical form and both 
  familiar and master can step out of their circles (ruining both). The two 
  share a special bond which enables the familiar to have an increased 
  intelligence (compared to its animal type), increased lifespan (same as 
  the MasterÊs), and some special strengths and weaknesses. Addition-
  ally, the familiar has 1d4 hit points, +1 per the MasterÊs level.
  This special bond connect the two such that being separated causes 
  each to lose 1 hp per day and if the familiar dies (from any cause) the 
  Master permanently loses 1d4 hit points.
  pecial animal 
  on familiars 
  spirits can be
  moning circle 
  gold pieces 
  must stay 
  cantation for 
  moned, but if 
  elect the most 
  h of conse-
  old pieces 
  an additional 
  ll to take).
  e
  nd both
  both). The two 
  h
  Crow (+1 Bane)e
  Rat (+1 Bane)e
  Bat
  Duck
  Fox
  Giant Centipede
  Lemur
  Monkey
  Rabbit
  Giant Scorpion
  Snake
  Toad
  Weasel (+1 Boon)n
  Dog (+1 Boon)n
  Cat (+1 Boon)n
  
SOURCE: textdata/thevault/Tables & Charts/NPCs/Fantasy/d30_Alternate_Familiar_Generator.pdf