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Squibsallotl
2017-03-09, 08:22 PM
So after reading Therverian's thread about a familiar being relied on too heavily, it got me thinking about creating a build that was entirely centered around the familiar. So much so that the actual caster doesn't do anything.

The core of this concept is that the familiar becomes the PC. The warlock who summoned it was turned into an inanimate object by a curse, or to avoid some horrible fate, so that their only way of interacting with the outside world is via the familiar. To all intents and purposes, the player would be playing as an Imp, Quasit, Sprite or Pseudodragon, that if killed could be resummoned by the party after an hour delay, provided the cursed-warlock-object "hereinafter referred to as the Idol" is still in their possession. I imagine this idol as a portable incense brazier, to fit with the requirements of Find Familiar.

The main drawbacks to overcome here are:
1) You can only cast Touch spells through the familiar.
2) HP never increases with level. You're stuck at 10hp your entire adventuring career.
3) Ability scores never increase. While this isn't quite as bad as it seems (the Idol can still use their own attack bonus and spell save DC when casting spells through the familiar, which DOES scale with ASIs and proficiency increases as normal) it does mean that any physical ability check, physical skills, physical attacks and save bonuses for the Imp are static and don't improve without buffs.
4) Most class features cease to work when the PC is an inanimate object. None of the warlock class features would apply in this condition, for instance.

The build I'm using to overcome this is Warlock 3 (Great Old One pact) / Bard 17 (Lore).

The character would (by necessity) have to start at Level 3 at the earliest. If the game started at first level the DM could introduce the Idol as part of the first quest, which could talk to the party (via Great Old One's awakened mind trait) and tell it to gather specific incense, burn it within the Idol's brazier, and say certain words / make certain gestures in order to free it. By the time the party complete the Quest they could be at least level 2, reducing the level disparity.

Variant Human (feat: Magic Initiate - Sorcerer), 3rd level Warlock, Great Old One pact, Pact of the Chain (Imp)
Str 8
Dex 10
Con 12
Int 14
Wis 14
Cha 16

Invocations: Beguiling Influence, Voice of the Chain Master

Note that I'd love to be able to take Armor of Shadows rather than Beguiling Influence, but it specifically says "you can cast mage armor on yourself at will" which wouldn't allow you to cast it through your familiar.

Cantrips: Mending and Shocking Grasp (from MI). Warlock has no Touch range cantrips. Seems a design flaw for a class with a familiar being a core specialisation option :(

Spells known:
1st level: Illusory Script, Protection from Evil and Good, Mage Armor (from MI)
2nd level: Invisibility, Spider Climb

At this level the build plays like a basic Imp, with some situational additional casting ability and Mage Armor for an AC of 16. Your social skills are slightly better than base Imp (as the Idol has +5 to Deception and Persuasion) as well as access to some other mental skills or knowledge skills.

A standard PC at this level with d8 hit dice and 12 Con will have 21hp. You have damage resistance Vs non-magical, non-silvered weapons (which should be all enemies at this level) and magic resistance, so your durability is competitive for now. The Imp's sting is also about as effective as a standard PC's melee attack, and provides the main combat option for now.

Next level: Warlock 3 / Bard 1
Gains one skill, one instrument, 2 cantrips, 4 spells known, 2 spell slots, bardic inspiration
Cantrips: Light
Spells known: Cure wounds, Heroism, Identify, Longstrider

Heroism provides our lowly Imp a way to stay durable at this level, providing +3 temp HP each round. Bardic inspiration also provides some support abilities for the party, beyond the scouting/knowledge/social abilities of the Imp.

Next level: Warlock 3 / Bard 2
Jack of all Trades, Song of Rest

This level is a low point for the build, as other PC casters gain access to 3rd level spells and martial characters gain their second attack. They're also an ASI and a proficiency bonus ahead of you now, so the Imp's sting is becoming obsolete. Buffing and healing the party are the build's main options at this level.

Next level: Warlock 3 / Bard 3
College of Lore (three skills), Cutting Words, 2nd level spell known (Enhance Ability)

Cutting words is a great new ability, allowing the Imp to shore up its own defences or protect party members. Enhance Ability also provides a new source of temp HP that can be used in preparation for a fight. The new skills can be anything int, wis or cha-based.

Next level: Warlock 3 / Bard 4
ASI (increase Charisma), 2nd level spell known (Lesser Restoration)

Next level: Warlock 3 / Bard 5
Bardic inspiration d8, Font of Inspiration, 3rd level spell known (Nondetection or Glyph of Warding)

Glyph of Warding provides a way to deal more damage, albeit you need to be clever with setup. Or if you're still providing scouting duties, Nondetection combined with Invisibility makes you very difficult to locate.

Next level: Warlock 3 / Bard 6
Countercharm, 3rd level spell known (Nondetection or Glyph of Warding, whichever wasn't taken last level), additional magical secrets for: Inflict Wounds, Elemental Weapon

Finally we regain some damage dealing ability, with Inflict Wounds and Elemental Weapon. The latter can be used to buff the Imp's sting to provide a greater chance of hitting, bypass damage resistance and deal some extra elemental damage.

Next level: Warlock 3 / Bard 7
4th level spell known (greater invisibility)

Next level: Warlock 3 / Bard 8
ASI (Inspiring Leader feat), 4th level spell known (freedom of movement)

By this level the 2d6 temps from Enhance Ability are no longer enough to keep the poor Imp alive. Inspiring Leader provides +15 temps each short rest, with Heroism still available for +4/round afterwards. Our standard PC has 69hp by this point, making keeping up with durability tough. Magic items such as Bracers of Defence (18 AC), Amulet of Health (+9hp) and a Ring of Protection (or Regeneration) are needed to stay alive.

Next level: Warlock 3 / Bard 9
Song of rest d8, 5th level spell known (awaken)

Awaken provides us the ability to create our own minion. Yay, familiars with minions! This should substantially increase both our damage dealing ability and our durability (hide behind minion, have it ready actions to attack anything that tries to get to you).

Next level: Warlock 3 / Bard 10
Bardic inspiration d10, Expertise, two 5th level spells known (raise dead and greater restoration), magical secrets for: Death Ward, Contagion

This level we get a well-deserved spike in power. Raise Dead and Greater Restoration improves our party utility, Death Ward helps keep us alive, and Contagion for Slimy Doom is AWESOME.

Next level: Warlock 3 / Bard 11
6th level spell known (True Seeing)

Next level: Warlock 3 / Bard 12
ASI (max Charisma)

Next level: Warlock 3 / Bard 13
song of rest d10, 7th level spell known (regenerate or symbol)

Symbol once again provides excellent control or damage dealing, but requires creative setup. Regenerate increases party utility and potentially the Imp's survivability (if lacking a Ring of Regeneration).

Next level: Warlock 3 / Bard 14
Two 7th level spells known (guards and wards, plus the spell that wasn't picked last level), magical secrets for: sequester, simulacrum

Sequester can be used to effectively make the Idol invincible, provided you can word the reappear trigger creatively "When the Imp is dead, but no enemies or threats are present and a friendly character with the means and will to raise the Imp again approaches" or such.

Simulacrum can create a second minion for our Imp, based on the party's fighter or barbarian or whatever.

Next level: Warlock 3 / Bard 15
Bardic inspiration d12, 8th level spell known (mind blank)

Next level: Warlock 3 / Bard 16
ASI (Lucky feat)

Lucky should be usable in this unusual circumstance of Idol > Imp, in that it can be used when you make attack rolls (the Idol still makes the spell attack roll when casting through the imp) or to replace the roll of an enemy you see (the Idol can see through the familiar's senses).

Last level: Warlock 3 / Bard 17
Song of rest d12, 9th level spell known (foresight or power word heal)

Finally the capstone, an Imp with Foresight or Power Word: Heal, two minions (awaken and simulacrum) an invincible Idol-phylactery (sequester), full Bardic abilities, Symbol and Glyph of Warding for setup-control and damage, Contagion for combat control, and Inflict Wounds/Shocking grasp for damage. As well as a boatload of OOC utility spells and buff spells.

This build uses the Wizard tradition Theurge from Unearthed Arcana, to provide access to both Wizard and Cleric spells and the Life Cleric domain abilities to provide enhanced healing.

It will primarily play as an invisible heal-bot during combat for most of its career, with enhanced Goodberries and super stealth abilities OOC (via Invisibility + Nondetection). Eventually it gains strong control via Contagion, a minion via Simulacrum, and 9th level spells (similar to the Bard version).

It learns both Life Domain spells at every level, even though only one is a Touch spell that can be used, in order to be able to cherry-pick any cleric spells in later levels (notably Contagion, Greater Restoration, Regenerate and Symbol).

It's also a Warlock/Druid/Cleric/Wizard/Imp :)

Warlock 3 (fey pact, pact of the chain)
Magic Initiate: Druid (Goodberry)
Wizard (theurgist) life domain

Cantrips known: Magic Stone (EE), Guidance (MI), Resistance (MI)
Skills: Arcana, Religion
Invocations: Beguiling Influence (Deception and Persuasion), Voice of the Chain Master
Spells known:
1st: Illusory Script, Protection from Evil and Good, Goodberry (from MI)
2nd: Invisibility, Spider Climb

Warlock 3 / Wizard 1
Arcane recovery, spellcasting
Cantrips gained: Light, Mending, Shocking Grasp
1st level spells known: Mage Armor, Identify

Warlock 3 / Wizard 2
Theurgy tradition (life domain)
Channel Arcana (Divine Arcana and Preserve Life)
1st level spells known: Cure Wounds, Bless (via Arcane Initiate)

Warlock 3 / Wizard 3
2nd level spells known: Lesser Restoration, spiritual weapon (via Arcane Initiate)

Warlock 3 / Wizard 4
ASI (+2 Intelligence)
2nd level spells known: Enhance Ability, Magic Weapon

Warlock 3 / Wizard 5
3rd level spells known: Revivify, Beacon of Hope (via Arcane Initiate)

Warlock 3 / Wizard 6
Disciple of Life (via Arcane Acolyte)
3rd level spells known: Nondetection, Glyph of Warding

Warlock 3 / Wizard 7
4th level spells known: Death Ward, Guardian of Faith (via Arcane Initiate)

Warlock 3 / Wizard 8:
ASI (+2 Intelligence)
4th level spells known: Greater Invisibility, Freedom of Movement

Warlock 3 / Wizard 9:
5th level spells known: Raise Dead, Mass Cure Wounds (via Arcane Initiate)

Warlock 3 / Wizard 10:
Blessed Healer (via Arcane Priest)
5th level spells known: Contagion, Greater Restoration

Warlock 3 / Wizard 11:
6th level spells known: Forbiddance, True Seeing

Warlock 3 / Wizard 12:
ASI (Feat: Inspiring Leader)
6th level spells known: Guards and Wards
5th level spells known: Hallow

Warlock 3 / Wizard 13:
7th level spells known: Sequester, Simulacrum

Warlock 3 / Wizard 14:
Supreme Healing (via Arcane High Priest)
7th level spells known: Regenerate, Symbol

Warlock 3 / Wizard 15:
8th level spells known: Clone, Mind Blank

Warlock 3 / Wizard 16:
ASI (Feat: Lucky)
7th level spells known: Ressurection
4th level spells known: Stoneskin

Warlock 3 / Wizard 17:
9th level spells known: Foresight, True Ressurection




Variant Human 3rd Level Warlock, Great Old One pact (Zargon, the Returner), Pact of the Chain (Imp)

Str 8
Dex 10
Con 12
Int 14
Wis 14
Cha 16

Feat: Inspiring Leader*

*Note that if another member of your group already has Inspiring Leader, a better choice of starting race would be Aasimar from Volo's Guide to Monsters (Fallen is most thematic). You may be able to convince your DM to allow Healing Hands to be cast through the Imp as a "touch spell", and the 3rd level abilities provide some strong scaling damage.

Skills: Arcana and Religion
Invocations: Beguiling Influence (Deception and Persuasion), Voice of the Chain Master
Cantrips: Magic Stone, no other valid options
Spells known 1st level: Illusory Script (R), Protection from Evil and Good (C)
Spells known 2nd level: Invisibility (C), Spider Climb (C)

At the beginning of its career our Imp plays as pretty much a standard Imp, with the exception that it has some situational OOC spellcasting options available and a ranged attack option with Magic Stone.

However, OUR Imp can make attacks with its reaction (when the master Idol gives up their attack to allow the Imp to attack), meaning that when its turn comes up next it can potentially turn invisible (or take the Help action, or Use an Object if it has access to caltrops or wands).

This should make it more nimble and harder to pin down than a regular Imp. Combined with a temp HP buffer each short rest from Inspiring Leader, magic resistance and DR Vs non-magical, non-silvered (hopefully all enemies at this level) we should be reasonably difficult to kill.

Warlock 3 / Sorcerer 1:
Spellcasting, Sorcererous Origin (Favoured Soul)
Cantrips gained: Guidance (C), Mending, Shocking Grasp, Spare the Dying
1st level spells known: Cure Wounds, Mage Armor

AC jumps to 16 after gaining Mage Armor. The order of Cure Wounds/Inflict Wounds can be swapped if you want more offensive power earlier.

Warlock 3 / Sorcerer 2:
Font of Magic (2 sorcery points)
1st level spells known: Inflict Wounds

Shocking Grasp gets bumped to 2d8 at this level, and now has +1 to hit over the Imp's base sting due to the master Idol's proficiency bonus increasing. It becomes the go-to for at will melee damage, with Magic Stone available for ranged and Inflict Wounds for tougher enemies. The Warlock Pact Magic slots should enable us to cast Inflict/Cure wounds often if we get access to short rests.

Warlock 3 / Sorcerer 3:
Metamagic (Distant Spell*, Twinned Spell)
2nd level spells known: Warding Bond** (otherwise Enhance Ability (C))

*If the DM is cruel they might disallow using Distant Spell to provide a 30ft range for the Imp's touch spells, taking the stance that they're no longer "touch" and thus cannot be cast through the Familiar. In that case pick Empowered Spell.

**Requires a bit of a hand-wave from your DM, regarding two specific issues:
1) IF the DM allows the bond to originate from the Idol and provide its benefit to the Imp
2) IF the DM allows the damage the Idol takes to be healed (preferably via Mending, but using Cure Wounds is still fine)

At this level enemies that can bypass the Imp's DR might start cropping up. Warding Bond, if allowed, greatly increases our survivability by not only providing DR Vs All, but cutting that damage in half again by sharing it with the master Idol.

Twinned Inflict Wounds provides us with decent multi-target damage potential.

Warlock 3 / Sorcerer 4:
ASI (+2 Charisma)
Cantrip gained: Resistance
2nd level spells known: Enhance Ability (C) (unless taken last level, in which case Lesser Restoration)

Enhance Ability can provide a temp HP buffer in combat if Inspiring Leader gets burned through, or Stealth advantage, or advantage on Deception/Persuade checks for social encounters "Why no, sir Paladin, I am not evil or an Imp. I am merely a talking raven!"

Warlock 3 / Sorcerer 5:
3rd level spells known: Glyph of Warding

Glyph provides an alternate path to damage dealing, albeit one requiring some setup. It feels very much in the Imp's flavour though, to prime explosive runes and kite an enemy back into them. Plus you get to pretend to be Vaarsuvius :)

Warlock 3 / Sorcerer 6:
3rd level spells known: Revivify (or Fly (C), Meld into Stone (R), Protection from Energy (C), Tongues, depending on the campaign)

Revivify is probably the best choice at this level, as an invisible, stealthy Imp that can raise the dead could prevent a TPK. It's also the only raise dead type spell we learn, due to the limited spell choices available to sorcerer (until 9th level True Ressurection).

Warlock 3 / Sorcerer 7:
4th level spells known: Greater Invisibility (C)

Twinned Greater Invisibility for yourself and the Rogue.

Warlock 3 / Sorcerer 8:
ASI (+2 Charisma)
4th level spells known: Death Ward

A no-concentration anti-death buff. You should have it active on the Imp at all times, and maaaaybe another party member that you like.

Warlock 3 / Sorcerer 9:
5th level spells known: Contagion

The best touch control spell in the game. Twinned Slimy Doom on two targets, then use the Imp's turn to activate a Wand of Magic Missile and stun-lock them both. And they need to succeed on THREE Constitution saves at disadvantage to get free.

Warlock 3 / Sorcerer 10:
Cantrip gained: Light
Metamagic (Empowered Spell)
5th level spells known: Greater Restoration

Warlock 3 / Sorcerer 11:
6th level spells known: True Seeing or Forbiddance

Forbiddance provides another trap-type spell, provided your enemies are celestials, elementals, fey, fiends, or undead. Remember if you specify Fiends to also set a password that can let YOU through. True Seeing provides an alternate utility option if your DM loves using secret doors, invisible enemies, illusions and ethereal things.

Warlock 3 / Sorcerer 12:
ASI (Lucky feat)

We can only use this feat offensively, to buff our master Idol's attack rolls, unless we're burning actions to see through the familiar's senses. It's one of the few options that give us anything though.

Warlock 3 / Sorcerer 13:
7th level spells known: Symbol or Regenerate

Symbol caps out our "trapping" abilities for setup damage, while Regeneration provides a more leadery focus. If there's a dedicated healer in the group, go Symbol.

At this stage further levels of Sorcerer are optional. There are no Level 8 sorcerer OR cleric touch spells, and the only Level 9 option is True Ressurection. Although from a story perspective using TR to return "Zargon" to life as a campaign capstone is very cool :)

Mechanically you could keep increasing Sorcerer to get some lower level spells known (both 7th and 6th have good options that were omitted) and more Sorcery points. Or you could raise Warlock for more lower-level Pact Magic slots. Or you could dabble Bard for Bardic Inspiration, and go College of Valor to give the Imp a mini-Shield spell (d6 to AC). YMMV.

Bahamut7
2017-03-09, 08:53 PM
I like this idea, a lot. I would even go further that the Warlock Master was able to grant more to the Familiar at the cost of him being in a coma like state. The empowered Familiar would be more than just a poof I'm dead but will come back character. The creature could bleed or still poof, but would take a lot more. Possibly have it carry a gem that anchors it to that point as opposed to the warlock. This would mean that must find its master to be free of the gem or someone could bind and use it against its own will.

I would work with your DM and convert a race unique to another edition or one of the more exotic races in this edition as your basis, but make it still unique. As for your character development, I would even RP the familiar enjoying its freedom and own will more and more. Then at some point it must decide whether or not to assimilate its master or free him. If you assimilate, you are no longer bound to anyone and gain true freedom on the material plane. Free him, and well, that is obvious.

You can also use Jet Li's character from the Forbidden Kingdom as inspiration. He plays the Monk seeking to restore the Monkey King. Spoiler: He is merely a magical clone of the Monkey King.

Squibsallotl
2017-03-09, 09:13 PM
I would even go further that the Warlock Master was able to grant more to the Familiar at the cost of him being in a coma like state.

Indeed a DM on board with the idea could introduce houserules and/or plot hooks to further the concept. But from a build perspective I'm curious to see how viable I can make it RAW, without assuming direct DM assistance.

The Monkey King's "wandering monk" was indeed very cool though :)

busterswd
2017-03-09, 09:28 PM
Mechanically, you're going to have to tweak the concept anyway, because there's a soft 100 ft leash on the familiar.

Maybe put a Xykon type spin on this? Give the familiar a pendant containting a soul gem that contains the Warlock's soul in it. He carries his master around and does his bidding, acting as his eyes, ears, and hands for the world.

If you want to go as close to RAW as possible, leave the familiar at base HP, but the familiar can basically autorevive if the pendant is left intact (and it's not easy to break). Can lead to some interesting infiltration type missions as well. If you want to scale a LITTLE, maybe d3 hit dice?

Familiar also gets two rolls on specific sorts of checks, especially knowledge: he can consult his master for a second opinion.

DMThac0
2017-03-09, 09:47 PM
My ears were burning...

A few ground rules to play with:
- 100ft leash
- telepathic communication
- using it's senses via a trance like state
- can transfer touch spells to the familiar
- creature's base stats
- celestial/fey/fiendish type

So first I was inspired by busterswd's comment about a pendant. If there were an artifact created which could house the soul of a creature such as a phylactery, that could equate to remaining in the 100ft range required for communication and shared senses. The artifact would then be enchanted with protective spells to buff the familiar.

Now, as I see it as a dm, there's nothing that really negates the ability to give a familiar any items which have magical properties. So you could further give a couple items to the familiar, I'd say no more than 3, which would in turn help make the familiar that much more resilient. The inherent problem that I am having an issue figuring out is how to scale the familiar. Without going into the full process of making a class out of this idea I'm not sure of any current way of improving the stats of a familiar.

Squibsallotl
2017-03-09, 09:57 PM
Mechanically, you're going to have to tweak the concept anyway, because there's a soft 100 ft leash on the familiar.

The warlock chain pact invocation "voice of the chain master" gets around this. Which isn't to say that I might not take the Xykon approach and make the "master" a trapped soul in a gem for flavour, but I don't have to.


Familiar also gets two rolls on specific sorts of checks, especially knowledge: he can consult his master for a second opinion.

Good call. Mechanically this would be advantage I assume?

I've also just noticed that, contrary to my initial assumption, Mage Armor is a touch spell. And an Imp's natural AC of 13 is due to its Dexterity bonus, not natural armor. So hooray for an AC 16 Imp!

In the process of compiling a list of all touch spells now to see how else I can get creative with this.

Hathorym
2017-03-09, 10:00 PM
Great concept.

My spin on the different familiar play was a orc barbarian 1/fiend chainlock 5. Dumb as a rock and the imp controlled him, told him what to do, when to cast. The Orc only wanted to fight but the Imp kept having schemes. I played both chatacters with different voices. It was a good time.

Squibsallotl
2017-03-09, 10:18 PM
Great concept.

My spin on the different familiar play was a orc barbarian 1/fiend chainlock 5. Dumb as a rock and the imp controlled him, told him what to do, when to cast. The Orc only wanted to fight but the Imp kept having schemes. I played both chatacters with different voices. It was a good time.

Sounds awesome. Kind of like Minsc and Boo, if you ever played the Baldur's Gate games.

busterswd
2017-03-09, 11:19 PM
The warlock chain pact invocation "voice of the chain master" gets around this. Which isn't to say that I might not take the Xykon approach and make the "master" a trapped soul in a gem for flavour, but I don't have to.

True, but resummoning also has a range of 10, and giving the player and the character a portable focus from which his resummoning helps keep that rule intact. For reference, I have a mental image of the Warlock trapped 1000 feet in below the earth; for him to be able to summon his minion 1000 feet away, you'd have to add all sorts of restriction. The sensory deprived warlock would get around this, but at that point I feel like the familiar would play more like a service dog, and less like an semi independent minion.

A soul gem type thing would also lead to more out of combat utility, which would ultimately be the imp's schtick, if he's not going to get more hit dice; if they need to sneak into somewhere, find a way to put the pendant on a guard or a in a vault, have the imp pop out, unlock everything from the inside. Or tie the pendant to an arrow, shoot it across a drawbridge, have him pull the lever. Just like a regular familiar, there's a lot of advantages to a very cleverly disguised, semi expendable minion that's intelligent enough to work with the party, even if he's a little weaker in combat. And this one definitely has a bit more muscle than even a warlock familiar.


Good call. Mechanically this would be advantage I assume?

Yep!

Squibsallotl
2017-03-09, 11:36 PM
Just went through the magic items in DMG, here's the goal set up for our Imp-PC:

Amulet of Health to set the Imp's Con score to 19, providing it with +9hp (base con 13, it's treated as a "level 3" monster)
Bracers of Defense + Mage Armor for AC 18
Tentacle Rod for three attacks at +9 to hit (ignores Imp's attack bonus), with reach (to run away afterwards) and soft control
And lots of Wands of Magic Missile, which auto-hit and do not require attunement.

DMThac0
2017-03-10, 12:48 AM
Just went through the magic items in DMG, here's the goal set up for our Imp-PC:

Amulet of Health to set the Imp's Con score to 19, providing it with +9hp (base con 13, it's treated as a "level 3" monster)
Bracers of Defense + Mage Armor for AC 18
Tentacle Rod for three attacks at +9 to hit (ignores Imp's attack bonus), with reach (to run away afterwards) and soft control
And lots of Wands of Magic Missile, which auto-hit and do not require attunement.

You have 2 slots with the amulet and the bracers, why not toss a ring in there for good measure?
I was considering something like a ring which functions similar to the Staff in Phandelver
1d6+4 charges, Mage armor or Shield, recharges 1d4 uses each morning

Or for other good choices: Ring of Regeneration or Free Action.

Squibsallotl
2017-03-10, 01:10 AM
You have 2 slots with the amulet and the bracers, why not toss a ring in there for good measure

The tentacle rod also requires attunement sadly. It would help keep the imp's attacks valid during the middle levels, but afterwards could be swapped out for a ring.

Giant2005
2017-03-10, 02:14 AM
You can get your Imp some more survivability with the Inspiring Leader feat.
I'd also consider taking Some Sorcerer levels in order to keep the Imp's damage competitive. Vampiric Touch won't keep up on its own, but with some quickened Shocking Grasps (Or Inflict Wounds if you can be a Favored Soul) thrown into the mix, it could be okay.

If you do go the "trapped, yet portable soul" route, then the Warding Bond spell would be a massive asset to have. It would be an easy pick if you did get away with Favored Soul, and even worth dipping a level of Cleric for if you don't get away with Favored Soul.

Squibsallotl
2017-03-10, 05:22 AM
You can get your Imp some more survivability with the Inspiring Leader feat.

Good call.


Vampiric Touch won't keep up on its own

Technically Vampiric Touch isn't a touch spell, it's range is Self (as it has an ongoing effect) so RAW this build couldn't use it.


If you do go the "trapped, yet portable soul" route, then the Warding Bond spell would be a massive asset to have.

Sadly i don't think this works either, at least RAI. You have to touch the recipient of the spell, who then gains the benefits. You could say that the "item" containing the warlock us touching the imp, but then who is performing the verbal and somatic components? The imp? If so then surely you're casting the spell through the imp, at which point you can't target the imp as the recipient.

And if it did work, the "item" master would them be taking half the imp's damage, and potentially shatter.

The build I'm working on only sticks with Warlock for the mandatory first three levels, then goes 17 levels in Bard (lore). This provides support class features that i can still use in imp form (voice of the chain master lets me speak through the imp in my own voice, bard features require my party being able to hear me) as well as magical secrets to poach the best non bard touch spells.

Will post the full build tomorrow when I've got time to format it nicely. It should be at least reasonably viable.

Squibsallotl
2017-03-10, 07:22 PM
Full build is now up in the first post, please all take a look and let me know what you think :)

Bahamut7
2017-03-10, 09:26 PM
Love the build. On a side note, the Bracers of Defense found in the Hoard of the Dragon Queen offer a +3 to AC instead of +2. If the DM is hesitant about that version, you could throw in that at certain point, the Imp was able to improve it to gain the +3 instead. So initially +2, but then whatever milestone is agreed upon, it becomes a +3. You could also request the Manuals and Tomes to improve stats.

Squibsallotl
2017-03-11, 12:09 AM
Love the build. On a side note, the Bracers of Defense found in the Hoard of the Dragon Queen offer a +3 to AC instead of +2.

You could also request the Manuals and Tomes to improve stats.

Both good points, and thanks :)

There's an alternate build I'm working on atm, combining Life Cleric with Druid for enhanced Goodberries via Disciple of Life and more efficient self-healing via Blessed Healer. Goodberry buffed by Disciple of Life is +40 health for a first level spell, and gets around the lack of healing oomph available to the Imp (none of the higher level healing spells are touch).

Life Cleric's domain spells list contains a touch spell at every level (albeit ones that clerics can already prepare) and several class features that benefit the Imp. But more than 13 levels is a waste, as the highest level pure cleric touch spells of note are at 7th (regenerate, ressurection, symbol).

So War 3 / Druid 1 / Cleric 13, not sure what to do with the remaining three levels. It would be a less versatile build than the Bard, being more of an invisible heal-bot in combat, but could be interesting. Perhaps Sorcerer 3 for Metamagic? Distant spell can help give all my spells 30ft range, and there's Quickened spell for Inflict Wounds + Shocking Grasp as "burst" damage. Makes the end build a bit MAD though, requiring attack-stat level Wisdom and Charisma.

Bahamut7
2017-03-11, 10:14 PM
Both good points, and thanks :)

There's an alternate build I'm working on atm, combining Life Cleric with Druid for enhanced Goodberries via Disciple of Life and more efficient self-healing via Blessed Healer. Goodberry buffed by Disciple of Life is +40 health for a first level spell, and gets around the lack of healing oomph available to the Imp (none of the higher level healing spells are touch).

Life Cleric's domain spells list contains a touch spell at every level (albeit ones that clerics can already prepare) and several class features that benefit the Imp. But more than 13 levels is a waste, as the highest level pure cleric touch spells of note are at 7th (regenerate, ressurection, symbol).

So War 3 / Druid 1 / Cleric 13, not sure what to do with the remaining three levels. It would be a less versatile build than the Bard, being more of an invisible heal-bot in combat, but could be interesting. Perhaps Sorcerer 3 for Metamagic? Distant spell can help give all my spells 30ft range, and there's Quickened spell for Inflict Wounds + Shocking Grasp as "burst" damage. Makes the end build a bit MAD though, requiring attack-stat level Wisdom and Charisma.

No problem, yea I might be adding the goodberry combo to my monk down the road (magic initiate feat).

Squibsallotl
2017-03-12, 02:56 AM
Alternate build posted, using Theurge from UA. There are some slight rules ambiguity to some of the features though:

Theurge grants access to Life Domain's Channel Divinity, but the Cleric version provides healing based on Cleric level. Presumably Theurge would replace that with Wizard level, but that's RAI rather than RAW.

Theurge's Arcane Initiate feature allows you to replace any Wizard spell you learn on level-up with a Cleric domain spell. It also states that if you learn ALL the domain spells available, you can subsequently choose ANY cleric spell. I'm interpreting this as I can continue to swap out Wizard spells for Cleric spells past 5th level spells, provided I learn all the domain spells first. If the feature is capped at 5th level spells I don't get Contagion, Greater Restoration, Regenerate, Symbol, or True Ressurection, which makes me a sad panda. RAW I believe my interpretation works, but as this is playtest material who knows what the design intent was.

Ninja_Prawn
2017-03-12, 08:03 AM
To all intents and purposes, the player would be playing as an Imp, Quasit, Sprite or Pseudodragon

I know I'm a bit late to the party here, but why not just use some homebrew rules to let the player actually play as an imp, quasit, sprite or pseudodraon (or whatever else) and drop the restrictions? I've got stats for sprite PCs in here (https://www.dropbox.com/s/s3crmpfdbc5u5x5/Fey%20Creatures%20Complete.pdf?dl=0) (page 33) and I've been working on a 'familiar' background to go with it, as below. I'm not 100% happy with the feature, but I can't think of anything to replace it at the moment.

Familiar
Some fey creatures, particularly tiny ones such as pixies, sprites and faerie dragons, find themselves bonded to humanoids as familiars or companions - in your case, you have spent most of your life in such a position, but have recently been set free to pursue adventures of your own.
There are several different ways you could have become a familiar. Some have no choice, being bound against their will or chained to a humanoid by a fey prince as some kind of punishment (for either or both parties). Others serve willingly, becoming close friends with their masters, or seeing the partnership as more of a transaction - familiardom does have its advantages, after all. Equally, there are many reasons why a familiar could be set free. Perhaps your master died, or maybe they found another creature to bond in your stead.
In any case, it is now up to you to make your own way in the world, free from the shackles of crude humanoids, but shorn of the protections that the familiar bond offers.

Skill Proficiencies: Insight, Perception
Languages: two of your choice
Equipment: a spellcasting focus, a small knife, a scrap of paper containing half of a complex arcane ritual, a set of common clothes and a pouch containing 10gp

Feature: Watching Over You
As a familiar, you were often tasked with watching your master's back and warning them of dangers while they were busy with other things. Therefore, you have developed a natural instinct to look after your companions and often find yourself checking for danger without even realising you're doing it. Whenever you are with 10 feet of one of your allies, they may use your passive perception instead of their own for detecting hazards.

Master
Many different humanoids keep fey familiars, and the nature of your former master might have a profound effect on your character. To determine who your master was, choose one of the options below.

d10 Master
Good Wizard
Neutral Wizard
Evil Wizard
Warlock
Witch
Intelligent Monster (e.g. Dragon, Hag, or Lich)
Apprentice Mage
Adventurer
Child
Ranger
Suggested Characteristics
A familiar depends on their master for their window into the world, so their personalities are almost always coloured by the people they have served - and by their relationship with them.

d8 Personality Trait
I am comfortable in towns and cities.
I look down on uncivilised creatures.
I am constantly talking; my mouth never stops!
I don't like being alone.
I am fascinated by shiny objects.
Travelling has always interested me.
I like to feel useful.
I am interested in human culture.
d6 Ideal
Companionship. The most important thing to me is that I am always surrounded by friends. (Neutral)
Exploration. I want to see the world as a footloose wanderer. (Any)
Service. It's important that everybody does their duty. (Lawful)
Freedom. No one will enslave me again! (Chaotic)
Protection. I must guide the foolish and protect the weak. (Good)
Revenge. Humanoids must pay for their barbaric ways. (Evil)
d6 Bond
I remain on good terms with my old master, and frequently correspond with them.
My former master treated me poorly. I must seek restitution/revenge now that I am free!
I made many friends among the other familiars at a local wizard school.
My companion is dead, and I must avenge them.
I was kidnapped from my home to become a familiar - my family must be worried sick!
My master has been captured and only I can free them.
d6 Flaw
I sometimes forget that death is permanent.
I am afraid of enclosed spaces and pocket dimensions.
I annoy people by stating the obvious all the time.
I am focused on other people and tend to neglect myself.
I am not good at dealing with hardship and discomfort.
I don't really know much about fey culture.

Squibsallotl
2017-03-12, 04:46 PM
One reason is to reduce the workload of the DM. Homebrewing a race like the Imp would be difficult for an inexperienced DM, as without the restrictions their racial traits are overpowered and would need to be staggered over several levels (and changed to SR/LR expendable resources).

Another reason is its an exercise in taking a very left of centre concept with some seemingly insurmountable obstacles and trying to make it viable, via clever use of min maxing. I'm naturally a min maxer, so i have to impose restrictions on my builds to avoid power creep.

On that note, there is a further drawback to this build concept that i only just realised: the Idol needs to spend an action to see through the familiar's senses.

While this isn't immediately build breaking, as the Imp is both intelligent and can communicate with the master Idol telepathically at any time without an action, it does mean that any class features requiring both an action and being able to see or hear the target will not work, RAW. The bard class abilities are hampered by this. Bardic inspiration and cutting words can both be used, but require the player to give up casting a spell that round (action to see through familiar and use your own voice through it, bonus action to use Bardic inspiration).

There is an easy to miss benefit from the build though, in the form of action economy. The master Idol casts a spell, the familiar delivers it using its reaction, allowing it to take an action in its turn. RAW this can't be an attack (pact of the chain only allows you to give up your own attack to enable the familiar to attack) but it can be a Help action or use an object, notably Wands that don't require attunement (think magic missile and fear).

I'm working on yet another variant of this build that should finally be able to offer decent damage in addition to utility / control, based on Favored Soul.

Squibsallotl
2017-03-13, 12:49 AM
Final build up, a Favored Soul variant that emphasizes damage. It's probably my favourite of the lot, I've certainly learned a lot about familiars and the action economy in 5e in the process :)