I'm in one of those places where this looks both amazing and like a trap. On the one hand it's obviously quite situational, but that's my only con about this. And the number of "situations" this ability can come in handy seems very big. So maybe it looks less trappish, and more amazing lol
Has anyone taken this before? And if so, have you found it useful?
Even if I end up taking this, it wouldn't be until the level 12 invocation.
The usefulness of this invocation depends upon your campaign. I took this invocation at Level 5 because my party was facing a partially underwater crawl (aboleth's lair). However, I plan to swap this invocation out at a later date. The good news is that you don't have to expend a spell slot cast water breathing. Master of Myriad can also grant you similair benefits...at Level 15.
I considered Master of Myriad, but I already took Mask of Many Faces for the changing look aspect. As for utility, sure I can Alter myself into more things with Myriad, but if someone is trying to drown me, I don't have time to cast spells. Also, the duration of Water Breathing, despite the spell being very very situational, is 24 hours. That's pretty good.
Also, taking Myriad at 15th level doesn't feel like as much bang for my buck. My plan is to take Ghostly Gaze. I considered Chains of Carceri (chain pact obviously), but I can take Hold Monster on my own, I don't need a 3rd daily casting of it.
I went:
Level 2: Agonizing Blast, Mask of Many Faces. (We're now level 3, but I mapped out invocations I'll want in advance so I can also choose my spells without being redundant.)
Level 5: Devil's Sight. A) Darkvision is somewhat nerfed in our campaign (50% reduction in distance unless a drow or similiar underground race). B) Seeing in the dark, including magical, seems pretty good for anything and everything.
Level 7: Sculptor of Flesh
Level 9: Gift of the Ever-Living Ones: Okay, so I could make an argument for taking this at 7 and taking Sculptor at 9; I don't think I get hurt swapping these. Because I'm playing a Celestial chainlock, when I cast Cure Wounds on myself I'll automatically restore 36 HP. I can do that twice if I have to, while tossing around Blasts between. The HP will go up if I take it at level 9, so it'll serve as functional healing. As for sculptor, it really opens the door for fun, although the choices of beasts are fairly slim, even at cr 7. Although compare a Giant Ape to a Level 7 Fighter, and the Ape's To Hit will be better and Damage will be better. HP will be much better, while AC is much less. Which brings me to my other problem, casting this on myself means I'll be making all sorts of CON checks to maintain concentration. Yeah, this one is tough lol
Level 12: Ghostly Gaze. Once per short rest, so reasonably 2-3 times a day. Seems bad ass.
Level 15: Shroud of Shadow. This chainlock is not trying to be in the forefront (another problem with polymorphing myself!), and there's nothing like at will Invisibility to help with being unseen. Even if you had the spell on your list, it can be replaced now.
Level 18: Gift of the Depths. I would happily move this up to 12, or even 9 if I was convinced it's broken enough.
It’s very situational, but when it’s useful it’s a life saver. And since Water Breathing lasts for 24 hours it gives your entire party a safety net any time you hit water, just assume that everyone can always breath water.
Just be aware that everyone other than you still suffers penalties to their move and attacks in the water while you don’t because you’ll have a swim speed too.
While it is very useful when it applies, I've never had the need for it come up, personaly.
As for Master of Myriad Forms vs Mask of Many Faces, I'll remind you that you can swap one invocation every time you level, so at level 15 you could simply switch those, if you so choose.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. -Basic Rules
I'm in one of those places where this looks both amazing and like a trap. On the one hand it's obviously quite situational, but that's my only con about this. And the number of "situations" this ability can come in handy seems very big. So maybe it looks less trappish, and more amazing lol
Has anyone taken this before? And if so, have you found it useful?
Even if I end up taking this, it wouldn't be until the level 12 invocation.
The usefulness of this invocation depends upon your campaign. I took this invocation at Level 5 because my party was facing a partially underwater crawl (aboleth's lair). However, I plan to swap this invocation out at a later date. The good news is that you don't have to expend a spell slot cast water breathing. Master of Myriad can also grant you similair benefits...at Level 15.
I considered Master of Myriad, but I already took Mask of Many Faces for the changing look aspect. As for utility, sure I can Alter myself into more things with Myriad, but if someone is trying to drown me, I don't have time to cast spells. Also, the duration of Water Breathing, despite the spell being very very situational, is 24 hours. That's pretty good.
Also, taking Myriad at 15th level doesn't feel like as much bang for my buck. My plan is to take Ghostly Gaze. I considered Chains of Carceri (chain pact obviously), but I can take Hold Monster on my own, I don't need a 3rd daily casting of it.
I went:
Level 2: Agonizing Blast, Mask of Many Faces. (We're now level 3, but I mapped out invocations I'll want in advance so I can also choose my spells without being redundant.)
Level 5: Devil's Sight. A) Darkvision is somewhat nerfed in our campaign (50% reduction in distance unless a drow or similiar underground race). B) Seeing in the dark, including magical, seems pretty good for anything and everything.
Level 7: Sculptor of Flesh
Level 9: Gift of the Ever-Living Ones: Okay, so I could make an argument for taking this at 7 and taking Sculptor at 9; I don't think I get hurt swapping these. Because I'm playing a Celestial chainlock, when I cast Cure Wounds on myself I'll automatically restore 36 HP. I can do that twice if I have to, while tossing around Blasts between. The HP will go up if I take it at level 9, so it'll serve as functional healing. As for sculptor, it really opens the door for fun, although the choices of beasts are fairly slim, even at cr 7. Although compare a Giant Ape to a Level 7 Fighter, and the Ape's To Hit will be better and Damage will be better. HP will be much better, while AC is much less. Which brings me to my other problem, casting this on myself means I'll be making all sorts of CON checks to maintain concentration. Yeah, this one is tough lol
Level 12: Ghostly Gaze. Once per short rest, so reasonably 2-3 times a day. Seems bad ass.
Level 15: Shroud of Shadow. This chainlock is not trying to be in the forefront (another problem with polymorphing myself!), and there's nothing like at will Invisibility to help with being unseen. Even if you had the spell on your list, it can be replaced now.
Level 18: Gift of the Depths. I would happily move this up to 12, or even 9 if I was convinced it's broken enough.
It’s very situational, but when it’s useful it’s a life saver. And since Water Breathing lasts for 24 hours it gives your entire party a safety net any time you hit water, just assume that everyone can always breath water.
Just be aware that everyone other than you still suffers penalties to their move and attacks in the water while you don’t because you’ll have a swim speed too.
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I'd just say take it if your campaign has a substantial amount of aquatic adventuring. If not, let the Wizard handle it.
DICE FALL, EVERYONE ROCKS!
While it is very useful when it applies, I've never had the need for it come up, personaly.
As for Master of Myriad Forms vs Mask of Many Faces, I'll remind you that you can swap one invocation every time you level, so at level 15 you could simply switch those, if you so choose.