the damage from pact of the chain is actually very good in tier one. Might be the best in your party up top level 4. The dumb cat hits for 1d4+3+2d6. Until level 4 what is your fighter hitting for 2d6+3, maybe the weapon master makes up for that 1d4 maybe not. And if the fighter in your party is sword and board, its a pretty big gap. It is just too good in tier one, its about right in tier 2, tier 3/4 you are probably better swapping to visions of distant realms unless you are working gaze of two minds.
People are really sleeping on a key aspect of some of the familiars. Imp, Quasit and Skeleton all have roughly the limbs and finger dexterity for magic items. Sure their base attack doesn't scale but anything they do that requires a saving throw gets overridden to use YOUR save DC. Any items they use on your behalf will use your spell save DC even if its not magic. Load them up with some thrown items like Acid Vials, Holy Water or Alchemist Fire - your save DC. Wand of Web? Your save DC. Wand of Fireball/Lightning Bolt? Your save DC. Frag Grenade? You get the idea.
The other big benefit is THEY can concentrate. Give them a Ring of Spell Storing with Bless or Haste or any other solid buff spell and have them cast on the party turn one and then fly their full movement speed away from the battle to keep them protected from melee or AOE. Your warlock now basically has a second concentration spell for free and it forces a choice on the DM. Do they accept the spell and not worry about it or do they spend a monsters turn to go after an easily renewable party member which then saves another party member from damage.
Pact of the Chain is fantastic but you have to be creative to get it's full potential. Its not a flat damage multiplier like pact of the blade which is maximized by "I hit more times now."
People are really sleeping on a key aspect of some of the familiars. Imp, Quasit and Skeleton all have roughly the limbs and finger dexterity for magic items. Sure their base attack doesn't scale but anything they do that requires a saving throw gets overridden to use YOUR save DC. Any items they use on your behalf will use your spell save DC even if its not magic. Load them up with some thrown items like Acid Vials, Holy Water or Alchemist Fire - your save DC. Wand of Web? Your save DC. Wand of Fireball/Lightning Bolt? Your save DC. Frag Grenade? You get the idea.
The other big benefit is THEY can concentrate. Give them a Ring of Spell Storing with Bless or Haste or any other solid buff spell and have them cast on the party turn one and then fly their full movement speed away from the battle to keep them protected from melee or AOE. Your warlock now basically has a second concentration spell for free and it forces a choice on the DM. Do they accept the spell and not worry about it or do they spend a monsters turn to go after an easily renewable party member which then saves another party member from damage.
Pact of the Chain is fantastic but you have to be creative to get it's full potential. Its not a flat damage multiplier like pact of the blade which is maximized by "I hit more times now."
Totally agree - my two kids are playing an Artificer and a Warlock so as I learned about both it led me to look for all the ways to outfit the Warlock's minions / summons with magic items (or otherwise amp up their impact).
One thing to note: Wand of Web, Wand of Fireballs, and most other wands requires attunement by a spellcaster so may not work. Wand of Magic Missiles is unique in that it does not require attunement. Same with Necklace of Fireballs.
Bracers of Archery can allow a tiny creature to use a short bow (and they can probably poison each arrow before they send it).
Also if anyone in your group grapples enemies, your Imp or Quasit can Restrain them with rope really easily (even more easily if you give them Gloves of Thievery or Living Gloves to bestow Sleight of Hand proficiency bonuses).
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the damage from pact of the chain is actually very good in tier one. Might be the best in your party up top level 4. The dumb cat hits for 1d4+3+2d6. Until level 4 what is your fighter hitting for 2d6+3, maybe the weapon master makes up for that 1d4 maybe not. And if the fighter in your party is sword and board, its a pretty big gap. It is just too good in tier one, its about right in tier 2, tier 3/4 you are probably better swapping to visions of distant realms unless you are working gaze of two minds.
People are really sleeping on a key aspect of some of the familiars. Imp, Quasit and Skeleton all have roughly the limbs and finger dexterity for magic items. Sure their base attack doesn't scale but anything they do that requires a saving throw gets overridden to use YOUR save DC. Any items they use on your behalf will use your spell save DC even if its not magic. Load them up with some thrown items like Acid Vials, Holy Water or Alchemist Fire - your save DC. Wand of Web? Your save DC. Wand of Fireball/Lightning Bolt? Your save DC. Frag Grenade? You get the idea.
The other big benefit is THEY can concentrate. Give them a Ring of Spell Storing with Bless or Haste or any other solid buff spell and have them cast on the party turn one and then fly their full movement speed away from the battle to keep them protected from melee or AOE. Your warlock now basically has a second concentration spell for free and it forces a choice on the DM. Do they accept the spell and not worry about it or do they spend a monsters turn to go after an easily renewable party member which then saves another party member from damage.
Pact of the Chain is fantastic but you have to be creative to get it's full potential. Its not a flat damage multiplier like pact of the blade which is maximized by "I hit more times now."
Totally agree - my two kids are playing an Artificer and a Warlock so as I learned about both it led me to look for all the ways to outfit the Warlock's minions / summons with magic items (or otherwise amp up their impact).
One thing to note: Wand of Web, Wand of Fireballs, and most other wands requires attunement by a spellcaster so may not work. Wand of Magic Missiles is unique in that it does not require attunement. Same with Necklace of Fireballs.
Bracers of Archery can allow a tiny creature to use a short bow (and they can probably poison each arrow before they send it).
Also if anyone in your group grapples enemies, your Imp or Quasit can Restrain them with rope really easily (even more easily if you give them Gloves of Thievery or Living Gloves to bestow Sleight of Hand proficiency bonuses).