So, specifically I was under the impression that you could order your familiar to attack as a bonus action, as well as feed it one of your attacks. But hard as I look I'm not seeing anything about being able to order it to attack as a bonus action. am I missing something?
Note that even without making attacks, familiars are extremely helpful... as in, they can take the "help" action, which in many cases can be more useful than just attacking.
Also, you could take the invocation,(which is great IMO)use your BA to command the imp to attack, then if you had extra attack, say from multiclassing, you could forgo one of your own attacks and let the imp attack again with it's reaction. Also it can use magic stones, even create them itself for ranged attacks. :)
If you play on a VTT or use combat maps, there are some strategic ideas for imps. If they are invisible and adjacent to an enemy, they could use their reacting for an opportunity attack if the opposing creature moves away. I've used that idea a couple times.
At higher levels, the imp is a less effective combatant. But there are some really good invocations that make a chainpact incredibly useful at later levels. Gift of the Ever Living Ones is a game-changer if you are in an attrition type of game. Voice of the Chain Master is also a potent ability. At levels 1-4 the imp familiar is a solid combat option. They pivot to a support role after that.
I am playing pact of the chain with a sprite. Your familiar acts independently of you on it's own initiative as a reaction of the familiar you can cast a spell through your familiar using your action as a touch range spell.
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So, specifically I was under the impression that you could order your familiar to attack as a bonus action, as well as feed it one of your attacks. But hard as I look I'm not seeing anything about being able to order it to attack as a bonus action. am I missing something?
It's from an invocation, Investment of The Chain Master. I believe it's in Volo's Guide?
It's from Tasha's Cauldron of Everything, Page 71.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Note that even without making attacks, familiars are extremely helpful... as in, they can take the "help" action, which in many cases can be more useful than just attacking.
Play pact of the chain now before the new handbook comes out. Looks like it's getting a big nerf to me.
Also, you could take the invocation,(which is great IMO)use your BA to command the imp to attack, then if you had extra attack, say from multiclassing, you could forgo one of your own attacks and let the imp attack again with it's reaction. Also it can use magic stones, even create them itself for ranged attacks. :)
If you play on a VTT or use combat maps, there are some strategic ideas for imps. If they are invisible and adjacent to an enemy, they could use their reacting for an opportunity attack if the opposing creature moves away. I've used that idea a couple times.
At higher levels, the imp is a less effective combatant. But there are some really good invocations that make a chainpact incredibly useful at later levels. Gift of the Ever Living Ones is a game-changer if you are in an attrition type of game. Voice of the Chain Master is also a potent ability. At levels 1-4 the imp familiar is a solid combat option. They pivot to a support role after that.
I am playing pact of the chain with a sprite. Your familiar acts independently of you on it's own initiative as a reaction of the familiar you can cast a spell through your familiar using your action as a touch range spell.