![]() Perhaps the imp will become less useful in Act 2 and 3, but in Act 1 it's entirely overpowered. Subsequently killed 4 goblins single handedly Initiated the fight against the goblins in blighted village and sustained the ENTIRE brunt of the ambush attack (and lived). Fought the owlbear and cub in the cave alongside the team And to put things into perspective, here is what that imp accomplished during that timespan: I've used the imp for a few hours of gameplay, and not once did it die. However, at the moment what makes it far too strong is the fact that enemies completely ignore the imp for some reason. Objectively, yes the imp is too strong for what it is. It should have darkvision tho, as written in the rule system. Since you forego a lot of power by getting a familiar, it should be able to take out a goblin on its own. Imps have invisibility in the d&d world, it's their thing along with the poison. It can't challenge anything stronger than a low level goblin. free magic weapon that can be summoned in your hand (you cant be disarmed when entering a trial, or in any other way)Īlso even if the familiar seams strong at lvl 3, remember it does not become stronger with lvls, is always an imp. a book that lets you cast rituals from ANY class and gives you free cantrips of other classes (this is considered the stronger option in general in p&p) The hunter animal companion is better for combat) imp familiar, is good yes a lot, has invis, flight and damage (a spider, bat or crow familiar is also really good for exploring, not for damage. In the end the warlock will chose between: I dont understand why it needs a nerf, its the same familiar you get in d&d, its not a normal familiar, its a lvl 3 pact boon familiar, you dont see it now as you dont have the options but you are loosing a lot, for choosing that familiar. That is where the 100ft limitation comes in. In the case of an Imp it doesn't break invisibility because the Imp isn't casting the spell, just channeling it. The thing that's missing is the ability to cast touch spells through your familiar. Imps are pretty broken, and always have been. Honestly, most of the complaints are just how Pact of the Chain works in Table Top. So there is nothing wrong with the Imp being able to attack. It isn't using an attack action it's using a reaction, while you use an attack action.įamiliars have their own turns, and while most familiars are unable to make attacks, Pact of the Chain special familiars can. ![]() That is an additional attack action the Warlock's Familiar is able to make on the Warlock's turn. That's not the same thing as the Imp having an attack. PHB, p 107: "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own." Warlock's Pact of the Chain familiars are able to attack, but at the cost of one attack of the warlock. That sounds more like a bug, or enemies are designed to just flat out ignore familiars and go for the summoners. Enemies not attacking it back is a really weird though. The inability for my little demon friend to see in the dark is silly.Ĭase in point, I adore the imp but it's way too abuseable for now.Ģ: A warlock's imp is able to attack normally in D&D 5e so that's no true shock. Lack of darkvision: This is actually a nitpicking suggestion for a buff, but I would suggest giving the imp darkvision as it has in the 5e Monster Manual. I don't mind this part, but it should just be considered for balance.Ĥ. In addition to these advantages, the makes independent skill checks. Furthermore, enemies never seem to attack the imp and just let it float around and take attacks of opportunity.ģ. The imp in combat: The imp is able to act independently of the caster which practically gives a warlock multiattack. I'd suggest limiting how far the imp can move from the summoner or at least limiting the information that the imp relays to the caster.Ģ. While it's great that an imp can be used as a scout, the mobility afforded by its flight and the ability to turn invisible means no end to fun but ridiculous cheese strats where you can send your imp to find the nearest waypoint. Scouting potential: Currently there is no discernable limit to how far an imp can travel from its caster, which is a bit of an issue. While I love how much flexibility being able to summon an imp gives, it needs to be reined in. As it stands, the warlock class's Find Familiar spell is a bit overpowered.
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