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.
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.