MrBig
2017-11-19, 02:05 PM
I think you should be able to use a chain-pact imp to provide (nearly) at-will +2 AC to yourself.
Imagine this: a flying, armored imp with an invisible, human-sized shield orbiting around the Warlock, aggressively blocking arrows, swords, and other threats to his master.
Allow me to proudly introduce:
*** THE DEMONIC GOALIE ****
Ok, here goes:
1) Weight
Imp can carry up to 45 lbs.
Human-sized shield is 6 lbs. No problem.
2) Proficiency
"Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells."
Ok, the Imp clearly doesn't have shield proficiency. But, that isn't really a problem here.
You don't need him to attack, or cast spells.
Just hold a shield...
3) Cover from ranged attacks
The cover rules say:
"A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. "
So, 'a creature' can provide cover, and half-cover is +2 AC.
A shield, by itself, is also +2 AC.
Seems pretty reasonable to say that Mr. Imp is going to provide you +2 AC.
As a bonus, you also get +2 to dex savings throws.
4) Melee protection
The cover rules (RAW), don't specifically state that they only apply to ranged attacks.
However, I'd wager that most tables use it that way.
Cover in melee combat doesn't usually come up.
However, there's no reason the cover rules shouldn't apply to melee combat as well.
And in this situation, it certainly seems like it would apply.
5) Invisibility
"Invisibility: ... Any Equipment the imp wears or carries is Invisible with it."
So, imp and shield are invisible.
6) Telepathy
You have telepathic communication with your familiar within 100', so there's no problem with controlling/directing/coordinating with him during combat.
** Limitations **
1) space
The imp is tiny, so takes a 2.5 x 2.5 space.
It may not be able to be in the same 5x5 square as you, depending on how your DM wants to rule, and how strictly you follow grid-combat mechanics.
So, they may need to be in one particular square around you.
Of course, the imp does fly, and is friendly, so there's reason he couldn't fly *above* you, to stay in your square, and then fly down on any side when he sees a threat from that direction...
Anyhow, this probably falls squarely into the 'ask your DM' category.
2) directionality
Cover only protects from threats on the other side of the cover - not omnidirectionally.
So, if you are attacked from behind - no good.
Multiple melee attackers? DM discretion. DM could rule that you only get +2 from one of them, or maybe they would allow protection against both if they were adjacent.
A generous interpretation would allow +2 AC to attacks from any direction. After all, the imp is tiny, and flying, and wouldn't have to leave the square (if DM allows imp to be in your square).
3) imp survivability.
The imp isn't the hardiest of melee combatants, but it does have a few options.
Base stats are:
AC: 13
STR: 6
DEX: 17
HP : 10
Immunities: Poison, fire
Resistances: Cold; Bludgeoning, Piercing, And Slashing From Nonmagical/nonsilver Weapons
Abilities: invisibility at will
Magic Resistance: The imp has advantage on saving throws against Spells and other magical effects.
So, just carrying the shield, they've bumped 13->15 AC. Invisibility means disadvantage to all attackers. Resistances means they will probably take half damage from most melee hits, which makes their _effective_ HP doubled (10 -> 20).
Make some custom studded leather for him and you've got 13 AC + dex 3 + shield 2 = 18 AC.
If you really want to optimize you could move up to custom half-plate for 15 + dex 2 + shield 2= 19 AC.
A DM could even rule that a human-sized shield would be 3/4 cover for the imp, and hence +5 AC (for him, still only +2 AC for you).
Anyhow, at least 18 AC + permanent disadvantage to attackers, and effectively 20 HP for melee ...
Not too shabby.
Of course, all of that imp AC and HP only comes into play if the attacker is actively trying to attack the imp, and not you. If the attacker is focusing on you, then imp is all-up-in-their-face with his shield, giving you some sweet +2 AC. If they get annoyed with the demonic goalie, and start trying to take him out, well.. any swing at the imp is a swing that's not at you.
4) Invisibility
Invisibility is concentration. So, if imp does get hit and takes damage, he'll need a concentration save to keep invisibility going. If he loses it, he will be visible until his next turn when he can apply invisibility again.
5) initiative timing and movement in combat
Flying magic shield is only useful if it's close to you.
So, a lot of movement in combat can make it tricky.
By RAW, familiars get their own initiative.
So, if imp has initiative before you, it's all good - he can just ready an action. "When master moves, I follow master". He follows you around, you keep cover.
If your initiative is first, and you need to move, then you're going to lose cover until the imp's turn comes and he can move to where you are.
Or, you could ready your move action and hold your movement until the imp's turn. e.g. "I ready a movement - when the imp moves to the column, I move with him."
So, it may not be 100% full-time coverage.
If your table uses a simplified "familiars go on your initiative" rule, then this is a non-issue. You both move together.
** Other strategies **
- Inspiring leader would give him some more temp HP to help survivability. Same for any other group buffs.
- Synergizes well with a darkness / Devil's sight combo.
Imp can see in magical darkness, so the +2 AC just provides an extra level of defensive bonus, if you need it. Cast darkness on the shield (or other small token), give to Imp. If you keep imp near you, you get the usual advantage to attack, disadvantage to attackers, plus an extra +2 AC.
- Protect some other squishy. He doesn't have to protect you - send demonic goalie to shield someone else. This could be either just invisible shield for +2 AC, or with darkness bubble to eliminate line of sight for attackers and possibly provide disadvantage. No line of sight means your friend can move without triggering attacks of opportunity, can't be targeted by most spells, etc. Yeah, they will probably be annoyed that they can't see, but it beats getting your skull crushed in...
- Would be great for an eldtrich-blast hexblade! Warlock in half plate (15) + dex (2) + shield (2) = 19 AC, plus an extra +2 from demonic goalie = 21 AC!
Also, I think it gives a nice usability boost to the chain-pact, which I think is the least-loved of the warlock pacts. (Tome is for people that like magic/casting. Blade is for people that like smashing faces in melee. Chain is for people that like ... scouting? pets?)
So, overall, it seems like a very viable option. +2 AC under a reasonable range of conditions, and with enough limitations (directionality, imp durability) to not be too OP.
Anywho... what do you think?
Imagine this: a flying, armored imp with an invisible, human-sized shield orbiting around the Warlock, aggressively blocking arrows, swords, and other threats to his master.
Allow me to proudly introduce:
*** THE DEMONIC GOALIE ****
Ok, here goes:
1) Weight
Imp can carry up to 45 lbs.
Human-sized shield is 6 lbs. No problem.
2) Proficiency
"Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells."
Ok, the Imp clearly doesn't have shield proficiency. But, that isn't really a problem here.
You don't need him to attack, or cast spells.
Just hold a shield...
3) Cover from ranged attacks
The cover rules say:
"A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. "
So, 'a creature' can provide cover, and half-cover is +2 AC.
A shield, by itself, is also +2 AC.
Seems pretty reasonable to say that Mr. Imp is going to provide you +2 AC.
As a bonus, you also get +2 to dex savings throws.
4) Melee protection
The cover rules (RAW), don't specifically state that they only apply to ranged attacks.
However, I'd wager that most tables use it that way.
Cover in melee combat doesn't usually come up.
However, there's no reason the cover rules shouldn't apply to melee combat as well.
And in this situation, it certainly seems like it would apply.
5) Invisibility
"Invisibility: ... Any Equipment the imp wears or carries is Invisible with it."
So, imp and shield are invisible.
6) Telepathy
You have telepathic communication with your familiar within 100', so there's no problem with controlling/directing/coordinating with him during combat.
** Limitations **
1) space
The imp is tiny, so takes a 2.5 x 2.5 space.
It may not be able to be in the same 5x5 square as you, depending on how your DM wants to rule, and how strictly you follow grid-combat mechanics.
So, they may need to be in one particular square around you.
Of course, the imp does fly, and is friendly, so there's reason he couldn't fly *above* you, to stay in your square, and then fly down on any side when he sees a threat from that direction...
Anyhow, this probably falls squarely into the 'ask your DM' category.
2) directionality
Cover only protects from threats on the other side of the cover - not omnidirectionally.
So, if you are attacked from behind - no good.
Multiple melee attackers? DM discretion. DM could rule that you only get +2 from one of them, or maybe they would allow protection against both if they were adjacent.
A generous interpretation would allow +2 AC to attacks from any direction. After all, the imp is tiny, and flying, and wouldn't have to leave the square (if DM allows imp to be in your square).
3) imp survivability.
The imp isn't the hardiest of melee combatants, but it does have a few options.
Base stats are:
AC: 13
STR: 6
DEX: 17
HP : 10
Immunities: Poison, fire
Resistances: Cold; Bludgeoning, Piercing, And Slashing From Nonmagical/nonsilver Weapons
Abilities: invisibility at will
Magic Resistance: The imp has advantage on saving throws against Spells and other magical effects.
So, just carrying the shield, they've bumped 13->15 AC. Invisibility means disadvantage to all attackers. Resistances means they will probably take half damage from most melee hits, which makes their _effective_ HP doubled (10 -> 20).
Make some custom studded leather for him and you've got 13 AC + dex 3 + shield 2 = 18 AC.
If you really want to optimize you could move up to custom half-plate for 15 + dex 2 + shield 2= 19 AC.
A DM could even rule that a human-sized shield would be 3/4 cover for the imp, and hence +5 AC (for him, still only +2 AC for you).
Anyhow, at least 18 AC + permanent disadvantage to attackers, and effectively 20 HP for melee ...
Not too shabby.
Of course, all of that imp AC and HP only comes into play if the attacker is actively trying to attack the imp, and not you. If the attacker is focusing on you, then imp is all-up-in-their-face with his shield, giving you some sweet +2 AC. If they get annoyed with the demonic goalie, and start trying to take him out, well.. any swing at the imp is a swing that's not at you.
4) Invisibility
Invisibility is concentration. So, if imp does get hit and takes damage, he'll need a concentration save to keep invisibility going. If he loses it, he will be visible until his next turn when he can apply invisibility again.
5) initiative timing and movement in combat
Flying magic shield is only useful if it's close to you.
So, a lot of movement in combat can make it tricky.
By RAW, familiars get their own initiative.
So, if imp has initiative before you, it's all good - he can just ready an action. "When master moves, I follow master". He follows you around, you keep cover.
If your initiative is first, and you need to move, then you're going to lose cover until the imp's turn comes and he can move to where you are.
Or, you could ready your move action and hold your movement until the imp's turn. e.g. "I ready a movement - when the imp moves to the column, I move with him."
So, it may not be 100% full-time coverage.
If your table uses a simplified "familiars go on your initiative" rule, then this is a non-issue. You both move together.
** Other strategies **
- Inspiring leader would give him some more temp HP to help survivability. Same for any other group buffs.
- Synergizes well with a darkness / Devil's sight combo.
Imp can see in magical darkness, so the +2 AC just provides an extra level of defensive bonus, if you need it. Cast darkness on the shield (or other small token), give to Imp. If you keep imp near you, you get the usual advantage to attack, disadvantage to attackers, plus an extra +2 AC.
- Protect some other squishy. He doesn't have to protect you - send demonic goalie to shield someone else. This could be either just invisible shield for +2 AC, or with darkness bubble to eliminate line of sight for attackers and possibly provide disadvantage. No line of sight means your friend can move without triggering attacks of opportunity, can't be targeted by most spells, etc. Yeah, they will probably be annoyed that they can't see, but it beats getting your skull crushed in...
- Would be great for an eldtrich-blast hexblade! Warlock in half plate (15) + dex (2) + shield (2) = 19 AC, plus an extra +2 from demonic goalie = 21 AC!
Also, I think it gives a nice usability boost to the chain-pact, which I think is the least-loved of the warlock pacts. (Tome is for people that like magic/casting. Blade is for people that like smashing faces in melee. Chain is for people that like ... scouting? pets?)
So, overall, it seems like a very viable option. +2 AC under a reasonable range of conditions, and with enough limitations (directionality, imp durability) to not be too OP.
Anywho... what do you think?