That's fine, and I'd give you "The Help Action" for it. Under the aforementioned caveat that an owl who's being hostile and distracting in the face of large, powerful and aggressive enemies has made itself a target and the player has no room for complaint if one of their enemies finds a spare moment to pop the pigeon.
That's more than fair. It's another reason the chain lock familiars are attractive, they can do all this while remaining invisible. An invisible imp cackling infernal epithets in an enemy's ear is another way to distract them.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
That's fine, and I'd give you "The Help Action" for it. Under the aforementioned caveat that an owl who's being hostile and distracting in the face of large, powerful and aggressive enemies has made itself a target and the player has no room for complaint if one of their enemies finds a spare moment to pop the pigeon.
Eventually, everybody's gonna get tired of saying and hearing "Flappy flies into Soandso's face to distract them", I don't see why it should be necessary to spell it out every time.
Regarding the familiar being a target... make sure you ask yourself whether the enemies consider the familiar a higher value/priority target than the actual PCs. Finding "a spare moment to pop the pigeon" is perfectly understandable and reasonable, but focusing on the familiar over the PCs could border on the nonsensical.
My point has always been "don't punish players for doing things they consider fun and don't break the rules". Using familiars for Help during combat doesn't break any rules, makes perfect sense, is balanced, fair, and a good use of a character's resources. Figuring out ways to remove that mechanic from games, or, worse yet, punishing players for using it, brings nothing to the game. If any DM is considering something along those lines, please ask yourself what you're actually trying to accomplish before doing so. =)
I've always described my owl familiar as flying the face of the enemy, flapping his wings and distracting them to momentarily give someone else an opening. Even if familiars cannot attack, they can be hostile and aggressive, miming an attack. This seems like a perfectly believable tactic to use in combat.
As long as a player gives me a description such as that I accept use of “The Help Action” when I DM.
Can the familiar poop in the creature's face while making the fly by? That's distracting. But even a pass at the face might make the creature duck and lose sight of you long enough to give advantage. And either tactic would merit an attack of some sort, even if the OA isn't possible.
As a DM, I dislike "The Help Action" in general. Not because I dislike my players working together or dislike people gaining advantage from inventive sources, but because "The Help Action" as it's set out and described in the book is a stupid over-gamerfication. 'Dodge' is a self-evident function easily described within that one single word. 'Attack' is the same. 'Use an Object' is easy; any given object either describes out it's used or its use is self-evident.
A guy who picks up Magic Initiate specifically to get a familiar so they can then command that familiar to "use The Help Action" on everything they can is being a cheddarburger and we all know it. Consider the following exchange:
Fighter w/Familiar: "I'm going to try to roll the huge boulder out of the way to unblock the mouth of the cave." Rei: "Sure. Athletics check, fairly stiff DC. It's a big heavy rock and it's wedged in there pretty good, but you're a pretty strong guy. There's a chance." F w/F: "Okay. My owl uses Help; I get advantage on the check." Rei: "...riiight. Okay. Mind explaining to me how a two pound bird of prey with no hands and a Strength score of 3 is going to offer meaningful assistance in levering a two-ton stone out of the way of your group?" F w/F: "Uhh...does it matter? The rules say a familiar can take the Help action, so my familiar is helping me with this check." Rei: "Yeeaaah...the rules can say what they like. Until you tell me how an owl can offer meaningful assistance in moving that rock, no advantage."
Now. Am I being a tyrant and a terrible DM by Denying FwF his character features? Or am I enforcing the verisimilitude of the game and asking my fighter to play a role during our roleplaying game session and describe his actions, rather than simply cite rules at me?
That's why I dislike "The Help Action". That's why I hate "The Help Action" on most familiars, and why my own familiar even as a Chainlock does not assist me in combat via "The Help Action". Unless I can explain to my DM what action my familiar is taking to assist me and how that assistance is meaningful, I get no free advantage. Nor do any of my players when I'm behind the screen.
The reason you feel it's wrong is because it is. Lots of people know the Help Action but don't realize there is another section that clarifies things like your "My Owl helps me move a rock" example. In the DMG there is a section titled "Working Together" and within that section it specifically states
"Moreover, a character can help only when two or more individuals working together would actually be productive."
Hence you are 100% within your DM rights to state that type of familiar cannot help. If they had a badger familiar for instance and said "my badger takes the help action to burrow under the boulder and soften the ground so it's easier to push." THEN I might consider it in your example because a badger is also no cheesing combat with a flyby help action.
I've always described my owl familiar as flying the face of the enemy, flapping his wings and distracting them to momentarily give someone else an opening. Even if familiars cannot attack, they can be hostile and aggressive, miming an attack. This seems like a perfectly believable tactic to use in combat.
As long as a player gives me a description such as that I accept use of “The Help Action” when I DM.
Can the familiar poop in the creature's face while making the fly by? That's distracting. But even a pass at the face might make the creature duck and lose sight of you long enough to give advantage. And either tactic would merit an attack of some sort, even if the OA isn't possible.
Nah, getting pooped on by a flying bird is supposed to be good luck. 😉
Heh. See, Jayne, I am perfectly aware of that clarification in the books. Many players, who have never bothered with the DMG (and frankly even DMs shouldn't unless they need to, it is a godawful useless book) are not, and feel that "The Help Action" is a magic spell they can invoke to get their critter to give them advantage on whatever they feel like.
Making an Investigation check to track down obscure documentation on local legends in a library? "My owl uses Help, I get advantage." Making a Deception check to try and spoof a guard into buying your beggar's rags disguise to slip the heat from a bad heist? "My owl uses Help, I get advantage." Making a spellcasting modifier check to see if your lowball Counterspell can stop the evil wizard's Wall of Force? "My owl uses Help, I get advantage."
It's moose piss and I will not stand for it as a DM. That passage in the book gives me official justification, but even if it didn't I wouldn't allow that sort of nonsense in my games. I am quite lenient with my players in other ways - typically by allowing them significantly more power and options than standard AL-style by-the-book progression allows. They can work with me on this one in service to the verisimilitude of the game - and more importantly I expect the exact same treatment and the exact same "okay, how?" questions when I play my own Chain warlocks or other familiar-having ladies.
I've always described my owl familiar as flying the face of the enemy, flapping his wings and distracting them to momentarily give someone else an opening. Even if familiars cannot attack, they can be hostile and aggressive, miming an attack. This seems like a perfectly believable tactic to use in combat.
As long as a player gives me a description such as that I accept use of “The Help Action” when I DM.
Can the familiar poop in the creature's face while making the fly by? That's distracting. But even a pass at the face might make the creature duck and lose sight of you long enough to give advantage. And either tactic would merit an attack of some sort, even if the OA isn't possible.
Nah, getting pooped on by a flying bird is supposed to be good luck. 😉
Maybe, but if I'm not running my hand through my hair to see if it actually happened, I'm probably excited as anything that I've got good luck coming to me and losing sight over the here and now for a moment.
Making a Deception check to try and spoof a guard into buying your beggar's rags disguise to slip the heat from a bad heist? "My owl uses Help, I get advantage."
By distracting the guard while you pass them? Nice!
Making a spellcasting modifier check to see if your lowball Counterspell can stop the evil wizard's Wall of Force? "My owl uses Help, I get advantage."
How? It's not the owl's turn, you can't use your reaction to Help, and the owl's not a spellcaster, anyway. Not to mention a spellcasting modifier check for Counterspell is not a "task", so the Help action hardly applies, anyway.
Don't punish your players for your lack of creativity. The fact that you can't think of how an owl might help someone with a task should not mean it's not possible. Don't challenge players by requiring explanations before they can attempt something, suggest options if they can't, and if nobody can think of a way, then tell them it doesn't seem possible.
E.g:
Player: "My familiar uses Help to give me Advantage against the orc"
Bad DM: "How?"
Worse DM: "Can't."
Good DM: "Ok, Flappy divebombs towards the orc, veering off at the last minute, flapping its wings right in the orc's face to distract him"
Player: "My familiar uses Help to help me disarm the trap"
Bad DM: "How?"
Worse DM: "Impossible, owls don't even have fingers"
Good DM: "Ok, Flappy looks intently while you fiddle around with your tools, cawing if its keen eyesight sees you picking at what seems like the wrong prong."
Player: "My familiar uses Help to give me Advantage on my Performance"
Bad DM: "How?"
Worse DM: "That makes no sense, owls can't play the lute, and even if they could, lute-playing is a one-person thing."
Good DM: "Ok, Flappy takes flight and impressively dances in the air currents to the beat of your song."
Empower your players, make the experience more fun for them, not less. If they lack imagination, creativity, or if they're too shy or whatever to go into in-depth descriptions and role playing, give them a hand, fill in their blanks, and everybody will have more fun.
Even though it's a familiar, you still have to factor in it's stats.
"By helping you pick out useful books from the top shelves using its superior eyesight? Nice!"- Intelligence is 2. You ask it for a book but gets distracted by the mouse droppings on the top shelf and starts hunting.
"By distracting the guard while you pass them? Nice! "- This one I would probably let through. I'll give you creativity points on that one.
"Good DM: "Ok, Flappy looks intently while you fiddle around with your tools, cawing if its keen eyesight sees you picking at what seems like the wrong prong.""- Again Intelligence of 2. It doesn't know what the wrong prong will be.
""Good DM: "Ok, Flappy takes flight and impressively dances in the air currents to the beat of your song."" If the player had previously established that they had practiced with and trained their familiar to dance acrobatically when they play a song, I would give them this. But if they never mentioned it in their backstory or side conversation and come up with it out of the blue? Then yeah the Owl has no training, no performance skill for that.
The whole point of the "Working Together" clarifications is that Using Help has to make sense for the character and backstory. Just as a barbarian with no magic training and intelligence of 7 can't use the help action to make a spell better, there are some rational limits to what a CR0 creature can perform as a help action.
What you're describing, Tonio, is the DM playing the game for the players. I am not really keen on doing that. If I'm going to describe all of my players' actions for them, tell them what their characters are doing and how, I may as well sit down and just write a story. I've done that before and I'll do it again, but it's not what I'm looking to do when I sit down to run some tabletop.
Now, this is all wildly tangential to the point of the thread. Which bothers me less than it normally would since it's a two year old dead thread anyways and you started the thread so clearly you're fine with it, but still. Back to Pact of the Chain, ne? Because while Jayne is correct and a regular-ass owl isn't going to be much good for disarming traps or finding books, you know what is?
An INT 14 sprite, with hands. Or an INT 10 imp, also with hands. The enhanced forms a Chain familiar can take allow it to do so much more than a regular familiar does even before the enhancements to the spell that Pact of the Chain grants, or the Chain-specific invocations. Is it as powerful as a Tome warlock with a huge ritual book and a bunch of extra cantrips? Maybe, maybe not. I'd argue that it's a different kind of power, rather than just categorically weaker.
What you're describing, Tonio, is the DM playing the game for the players. I am not really keen on doing that. If I'm going to describe all of my players' actions for them, tell them what their characters are doing and how, I may as well sit down and just write a story. I've done that before and I'll do it again, but it's not what I'm looking to do when I sit down to run some tabletop.
To be clear, that's not "playing the game for the players". They still make all the decisions, I'm talking about the DM filling in the blanks for them. If that's not your cup of tea, that's ok, I guess. To each their own. I'd rather have players have more fun, even if it means some extra work on my part as DM, since many players like the role playing and detailed descriptions, but aren't able to or comfortable with coming up with them on their own. But that does make it more work for the DM, which is not "fair".
Now, this is all wildly tangential to the point of the thread. Which bothers me less than it normally would since it's a two year old dead thread anyways and you started the thread so clearly you're fine with it, but still. Back to Pact of the Chain, ne? Because while Jayne is correct and a regular-ass owl isn't going to be much good for disarming traps or finding books, you know what is?
An INT 14 sprite, with hands. Or an INT 10 imp, also with hands. The enhanced forms a Chain familiar can take allow it to do so much more than a regular familiar does even before the enhancements to the spell that Pact of the Chain grants, or the Chain-specific invocations. Is it as powerful as a Tome warlock with a huge ritual book and a bunch of extra cantrips? Maybe, maybe not. I'd argue that it's a different kind of power, rather than just categorically weaker.
Yup! I said it before, on this thread, long time ago... I am sold on Pact of the Chain. =)
To be clear, that's not "playing the game for the players". They still make all the decisions, I'm talking about the DM filling in the blanks for them. If that's not your cup of tea, that's ok, I guess. To each their own. I'd rather have players have more fun, even if it means some extra work on my part as DM, since many players like the role playing and detailed descriptions, but aren't able to or comfortable with coming up with them on their own. But that does make it more work for the DM, which is not "fair".
hey what is up with the double spaces between your punctuation marks? Nothing wrong with it, just seems kinda unusual
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Only to younger folks. Double-spacing after a period was standard par for the course when I, and I'm assuming Tonio, learned how words work. It's a rule of English that was put in place back when typewriters were the writing tool of the day and which has only begun to fade more recently. I do it myself; it looks bizarre to me when I don't see longer-than-usual spacing after a sentence.
Only to younger folks. Double-spacing after a period was standard par for the course when I, and I'm assuming Tonio, learned how words work. It's a rule of English that was put in place back when typewriters were the writing tool of the day and which has only begun to fade more recently. I do it myself; it looks bizarre to me when I don't see longer-than-usual spacing after a sentence.
Yes, I learned from my parents that double-spacing after periods is what they learned in school. I never learned that, and I always have thought it was kind of strange.
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Please check out my homebrew, I would appreciate feedback:
To be clear, that's not "playing the game for the players". They still make all the decisions, I'm talking about the DM filling in the blanks for them. If that's not your cup of tea, that's ok, I guess. To each their own. I'd rather have players have more fun, even if it means some extra work on my part as DM, since many players like the role playing and detailed descriptions, but aren't able to or comfortable with coming up with them on their own. But that does make it more work for the DM, which is not "fair".
hey what is up with the double spaces between your punctuation marks? Nothing wrong with it, just seems kinda unusual
Only to younger folks. Double-spacing after a period was standard par for the course when I, and I'm assuming Tonio, learned how words work. It's a rule of English that was put in place back when typewriters were the writing tool of the day and which has only begun to fade more recently. I do it myself; it looks bizarre to me when I don't see longer-than-usual spacing after a sentence.
Yah, that's it. It's how I learned, I do it w/o even thinking about it, hehe. =)
To be clear, that's not "playing the game for the players". They still make all the decisions, I'm talking about the DM filling in the blanks for them. If that's not your cup of tea, that's ok, I guess. To each their own. I'd rather have players have more fun, even if it means some extra work on my part as DM, since many players like the role playing and detailed descriptions, but aren't able to or comfortable with coming up with them on their own. But that does make it more work for the DM, which is not "fair".
hey what is up with the double spaces between your punctuation marks? Nothing wrong with it, just seems kinda unusual
Only to younger folks. Double-spacing after a period was standard par for the course when I, and I'm assuming Tonio, learned how words work. It's a rule of English that was put in place back when typewriters were the writing tool of the day and which has only begun to fade more recently. I do it myself; it looks bizarre to me when I don't see longer-than-usual spacing after a sentence.
Yah, that's it. It's how I learned, I do it w/o even thinking about it, hehe. =)
Yup. Started with hand placed block typeset and then stayed standard through typewriters. It wasn’t until the word processor that it changed.
OK, so cant the sprite, while invisible, use its action to help you gain advantage on your EB and *remain* invisible since it didnt attack? Um, YES PLEASE!
Also note that at the level in which you get Chains of Carceri, a warlock can summon an elemental or fiend themselves with spells like Infernal Calling, Summon Greater Demon and Conjure Elemental, so it could be a great insurance policy if you plan to play a summoner warlock, just in case you lose control of your summoned creature
Party composition is a huge consideration of Tomelock vs. Chainlock. If you don't have an arcane caster in your group then the choice is an easy one. But my current group has a Wizard and a Cleric. Both do their share of ritual casting. I scooped up the ability to get an imp since we don't have a rogue and could really benefit from the scouting right now. Later on, its still useful having a familiar that can effectively scry, deliver a message, or help on a persuasion check (my DM rules that to Help you must have proficiency in the skill). Either pact has its merits.
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That's more than fair. It's another reason the chain lock familiars are attractive, they can do all this while remaining invisible. An invisible imp cackling infernal epithets in an enemy's ear is another way to distract them.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Eventually, everybody's gonna get tired of saying and hearing "Flappy flies into Soandso's face to distract them", I don't see why it should be necessary to spell it out every time.
Regarding the familiar being a target... make sure you ask yourself whether the enemies consider the familiar a higher value/priority target than the actual PCs. Finding "a spare moment to pop the pigeon" is perfectly understandable and reasonable, but focusing on the familiar over the PCs could border on the nonsensical.
My point has always been "don't punish players for doing things they consider fun and don't break the rules". Using familiars for Help during combat doesn't break any rules, makes perfect sense, is balanced, fair, and a good use of a character's resources. Figuring out ways to remove that mechanic from games, or, worse yet, punishing players for using it, brings nothing to the game. If any DM is considering something along those lines, please ask yourself what you're actually trying to accomplish before doing so. =)
Can the familiar poop in the creature's face while making the fly by? That's distracting. But even a pass at the face might make the creature duck and lose sight of you long enough to give advantage. And either tactic would merit an attack of some sort, even if the OA isn't possible.
The reason you feel it's wrong is because it is. Lots of people know the Help Action but don't realize there is another section that clarifies things like your "My Owl helps me move a rock" example. In the DMG there is a section titled "Working Together" and within that section it specifically states
"Moreover, a character can help only when two or more individuals working together would actually be productive."
Hence you are 100% within your DM rights to state that type of familiar cannot help. If they had a badger familiar for instance and said "my badger takes the help action to burrow under the boulder and soften the ground so it's easier to push." THEN I might consider it in your example because a badger is also no cheesing combat with a flyby help action.
Nah, getting pooped on by a flying bird is supposed to be good luck. 😉
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Heh. See, Jayne, I am perfectly aware of that clarification in the books. Many players, who have never bothered with the DMG (and frankly even DMs shouldn't unless they need to, it is a godawful useless book) are not, and feel that "The Help Action" is a magic spell they can invoke to get their critter to give them advantage on whatever they feel like.
Making an Investigation check to track down obscure documentation on local legends in a library? "My owl uses Help, I get advantage."
Making a Deception check to try and spoof a guard into buying your beggar's rags disguise to slip the heat from a bad heist? "My owl uses Help, I get advantage."
Making a spellcasting modifier check to see if your lowball Counterspell can stop the evil wizard's Wall of Force? "My owl uses Help, I get advantage."
It's moose piss and I will not stand for it as a DM. That passage in the book gives me official justification, but even if it didn't I wouldn't allow that sort of nonsense in my games. I am quite lenient with my players in other ways - typically by allowing them significantly more power and options than standard AL-style by-the-book progression allows. They can work with me on this one in service to the verisimilitude of the game - and more importantly I expect the exact same treatment and the exact same "okay, how?" questions when I play my own Chain warlocks or other familiar-having ladies.
Please do not contact or message me.
Maybe, but if I'm not running my hand through my hair to see if it actually happened, I'm probably excited as anything that I've got good luck coming to me and losing sight over the here and now for a moment.
Yurei1453- You made me laugh today. Thank you for that. Good luck with your crazy players lol.
Gonna ignore all the high-and-mighty "I'm a great DM and everybody who plays differently sucks" blabber and address your examples directly:
By helping you pick out useful books from the top shelves using its superior eyesight? Nice!
By distracting the guard while you pass them? Nice!
How? It's not the owl's turn, you can't use your reaction to Help, and the owl's not a spellcaster, anyway. Not to mention a spellcasting modifier check for Counterspell is not a "task", so the Help action hardly applies, anyway.
Don't punish your players for your lack of creativity. The fact that you can't think of how an owl might help someone with a task should not mean it's not possible. Don't challenge players by requiring explanations before they can attempt something, suggest options if they can't, and if nobody can think of a way, then tell them it doesn't seem possible.
E.g:
Player: "My familiar uses Help to give me Advantage against the orc"
Bad DM: "How?"
Worse DM: "Can't."
Good DM: "Ok, Flappy divebombs towards the orc, veering off at the last minute, flapping its wings right in the orc's face to distract him"
Player: "My familiar uses Help to help me disarm the trap"
Bad DM: "How?"
Worse DM: "Impossible, owls don't even have fingers"
Good DM: "Ok, Flappy looks intently while you fiddle around with your tools, cawing if its keen eyesight sees you picking at what seems like the wrong prong."
Player: "My familiar uses Help to give me Advantage on my Performance"
Bad DM: "How?"
Worse DM: "That makes no sense, owls can't play the lute, and even if they could, lute-playing is a one-person thing."
Good DM: "Ok, Flappy takes flight and impressively dances in the air currents to the beat of your song."
Empower your players, make the experience more fun for them, not less. If they lack imagination, creativity, or if they're too shy or whatever to go into in-depth descriptions and role playing, give them a hand, fill in their blanks, and everybody will have more fun.
Even though it's a familiar, you still have to factor in it's stats.
"By helping you pick out useful books from the top shelves using its superior eyesight? Nice!"- Intelligence is 2. You ask it for a book but gets distracted by the mouse droppings on the top shelf and starts hunting.
"By distracting the guard while you pass them? Nice! "- This one I would probably let through. I'll give you creativity points on that one.
"Good DM: "Ok, Flappy looks intently while you fiddle around with your tools, cawing if its keen eyesight sees you picking at what seems like the wrong prong.""- Again Intelligence of 2. It doesn't know what the wrong prong will be.
""Good DM: "Ok, Flappy takes flight and impressively dances in the air currents to the beat of your song."" If the player had previously established that they had practiced with and trained their familiar to dance acrobatically when they play a song, I would give them this. But if they never mentioned it in their backstory or side conversation and come up with it out of the blue? Then yeah the Owl has no training, no performance skill for that.
The whole point of the "Working Together" clarifications is that Using Help has to make sense for the character and backstory. Just as a barbarian with no magic training and intelligence of 7 can't use the help action to make a spell better, there are some rational limits to what a CR0 creature can perform as a help action.
What you're describing, Tonio, is the DM playing the game for the players. I am not really keen on doing that. If I'm going to describe all of my players' actions for them, tell them what their characters are doing and how, I may as well sit down and just write a story. I've done that before and I'll do it again, but it's not what I'm looking to do when I sit down to run some tabletop.
Now, this is all wildly tangential to the point of the thread. Which bothers me less than it normally would since it's a two year old dead thread anyways and you started the thread so clearly you're fine with it, but still. Back to Pact of the Chain, ne? Because while Jayne is correct and a regular-ass owl isn't going to be much good for disarming traps or finding books, you know what is?
An INT 14 sprite, with hands. Or an INT 10 imp, also with hands. The enhanced forms a Chain familiar can take allow it to do so much more than a regular familiar does even before the enhancements to the spell that Pact of the Chain grants, or the Chain-specific invocations. Is it as powerful as a Tome warlock with a huge ritual book and a bunch of extra cantrips? Maybe, maybe not. I'd argue that it's a different kind of power, rather than just categorically weaker.
Please do not contact or message me.
To be clear, that's not "playing the game for the players". They still make all the decisions, I'm talking about the DM filling in the blanks for them. If that's not your cup of tea, that's ok, I guess. To each their own. I'd rather have players have more fun, even if it means some extra work on my part as DM, since many players like the role playing and detailed descriptions, but aren't able to or comfortable with coming up with them on their own. But that does make it more work for the DM, which is not "fair".
Yup! I said it before, on this thread, long time ago... I am sold on Pact of the Chain. =)
hey what is up with the double spaces between your punctuation marks? Nothing wrong with it, just seems kinda unusual
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Only to younger folks. Double-spacing after a period was standard par for the course when I, and I'm assuming Tonio, learned how words work. It's a rule of English that was put in place back when typewriters were the writing tool of the day and which has only begun to fade more recently. I do it myself; it looks bizarre to me when I don't see longer-than-usual spacing after a sentence.
Please do not contact or message me.
Yes, I learned from my parents that double-spacing after periods is what they learned in school. I never learned that, and I always have thought it was kind of strange.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yah, that's it. It's how I learned, I do it w/o even thinking about it, hehe. =)
Yup. Started with hand placed block typeset and then stayed standard through typewriters. It wasn’t until the word processor that it changed.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
OK, so cant the sprite, while invisible, use its action to help you gain advantage on your EB and *remain* invisible since it didnt attack? Um, YES PLEASE!
Also note that at the level in which you get Chains of Carceri, a warlock can summon an elemental or fiend themselves with spells like Infernal Calling, Summon Greater Demon and Conjure Elemental, so it could be a great insurance policy if you plan to play a summoner warlock, just in case you lose control of your summoned creature
Party composition is a huge consideration of Tomelock vs. Chainlock. If you don't have an arcane caster in your group then the choice is an easy one. But my current group has a Wizard and a Cleric. Both do their share of ritual casting. I scooped up the ability to get an imp since we don't have a rogue and could really benefit from the scouting right now. Later on, its still useful having a familiar that can effectively scry, deliver a message, or help on a persuasion check (my DM rules that to Help you must have proficiency in the skill). Either pact has its merits.