Rolled a bunch of loose change and bought the new Player’s Handbook. 5e is neat and I’m looking forward to playing (haven’t done anything other than GMing in over 2 years), but I wasn’t entirely satisfied with the warlock familiars. Here’s new ones for my hypothetical 5e campaign, a little more whimsical than my normal LotFP stuff.

Scrawls
Pieces of rogue knowledge that accrete in the Far Realms; manifest in the Material Plane as animate writing and images. Scrawls are valued by warlocks because they can be disguised as mundane tattoos and possess all sorts of information.

tiny aberration
Armor Class 14 (natural armor)
Hit Points 1 (1d4-4)
Speed: 40 ft, 40 ft climb
__________________
STR: 1 (-5)
DEX: 14 (+2)
CON: 3 (-4)
INT: 18 (+4)
WIS: 3 (-4)
CHA: 13 (+1)
__________________
Skills: Arcana +6, Persuasion +3, Religion +6
Senses: Passive Perception 6
Languages: Common, Deep Speech (understands but cannot speak aloud)
__________________
Alien Geometry: can only travel along surfaces of objects and creatures and cannot exist in three-dimensional space; can occupy the same space as creatures and does not provoke attacks of opportunity
Spider Climb: can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Shapeshift: Can form words and images with its body
__________________
ACTIONS
Topological Breach: Melee Weapon Attack: +4 to hit, reach 0 ft, one target. Hit: d4+2 slashing damage

Dreamers

The once-human courtesans and consorts of Queen Titania, beautiful and immortal and utterly mad.

small fey

Armor Class 14 (natural armor)
Hit Points 4 (3d4-3)
Speed: 40 ft
__________________
STR: 12 (+1)
DEX: 16 (+3)
CON: 8 (-1)
INT: 8 (-1)
WIS: 1 (-5)
CHA: 16 (+3)
__________________
Skills: Acrobatics +5, Performance+5, Persuasion +5
Senses: Passive Perception 6
Languages: Common, Elvish, Sylvan
__________________
Powerful Voice: has advantage on Charisma (Performance) checks pertaining to singing
Lesser Flight: Dreamers can fly their speed, but will fall unless they land by the end of their movement
Mischief: can cast Disguise Self at will without verbal or somatic components. The effect lasts until dispelled or dismissed by the Dreamer.
__________________
ACTIONS
Thyrsus: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d6+3 bludgeoning damage
Willow Bow: Ranged Weapon Attack: +5 to hit, 40 ft/160 ft. Hit: 1d4+3 piercing damage

Night Fairy

The black-winged pygmy knights of the Gloaming Court. Though natural trackers, spies, and saboteurs, they will once in a great while descend on the field of battle in great flensing swarms. The Queen of Air and Darkness often awards the service of night fairies to capable warlocks, as the fairies themselves, though capable, are rarely bright enough to operate independently.

tiny fey

Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed: 10 ft, 60 ft fly
__________________
STR: 3 (-4)
DEX: 14 (+2)
CON: 10 (+0)
INT: 6 (-2)
WIS: 18 (+4)
CHA: 14 (+2)
__________________
Skills: Animal Handling +4, Perception +6, Stealth +6
Senses: Passive Perception 16
Languages: Common, Elvish, Sylvan
__________________
Keen Senses: has advantage on Wisdom (Perception) checks involving smell
Flyby: Night fairies do not provoke opportunity attacks when they fly out of an enemy’s reach
Spirit flesh: Attacks with nonmagical weapons have disadvantage against night fairies
__________________
ACTIONS
Razor Ribbon: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1 slashing damage
Invisibility: Night fairies can turn invisible; this lasts until they attack or concentration ends. Anything a night fairy is wearing or carrying also turns invisible, so long as it remains in contact with them.