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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