No, it isn't. It's purely flavor text. The spell says nothing about making invisible creatures visible, so it doesn't override the condition. Even if you do see the shimmering this changes nothing, because unless something is hidden you always know where it is whether you can see it or not. It's still invisible, so you still have disadvantage on your attack rolls.
What? How did you take that away from what I said.
These are the rules. You can't get rid of or bypass a condition unless the thing you're using specifically says it does.
I find a lot of folks don't really understand how hiding and invisibility work in 5th edition. For one thing, being invisible is a condition. You can't remove a condition without something that specifically removes it, or prevents someone from benefiting/being inhibited by the condition, like Faerie Fire does for invisibility. Shield of Faith can no more remove the invisible condition than it can the poisoned condition, and allowing it to would just be spitting in the face of the same-leveled spell Faerie Fire.
Furthermore - mechanically - unless you take the hide action, everyone knows exactly where you are (there is no RAW specified range for this kind of thing, it's up to DM discretion per the situation.) Going invisible doesn't prevent this. The only immediate benefits of invisibility are that you get advantage on your attack rolls, attack rolls against you have disadvantage, and you can't be targeted by anything that requires you to be seen (which many spells and abilities do.)
Invisibilitydoesn't automatically make you hidden, but it does give you advantage on your Dexterity(Stealth) check to hide, and gives anyone trying to find you disadvantage on their Wisdom(Perception) to find you; both active and passive.* So being invisible does make it way easier to hide, but doesn't automatically make you hidden.
Bottom line, you cannot remove or prevent any condition unless you use something that specifically says it can, which Shield of Faith does not. If your GM wants to allow it to, they're of course within their right to do so, but that's a houserule that goes against RAW. Lots of GMs allow covering a creature in flour or something to prevent invisibility from benefiting the creature, which is great fun, but also a house rule.
*Edit: I think I was wrong in what I crossed out; being invisible makes a creature heavily obscured for the purposes of hiding, so if they do hide then - per the heavily obscured rules - any perception checks that rely on sight automatically fail. So a creature has to rely on hearing/smell to find them, and there's not really a ruling for how to treat that with invisibility. Up to DM discretion, I suppose. Could either rule that most creatures roll normally for this, and creatures with Keen Senses still get advantage, or rule that most creatures have disadvantage and creatures with Keen Senses roll flat.
Apparently I don't even know the rules for all this ;)
Target is an object weighing 1-5 lbs that isn't being worn or carried... but no stipulations on what that object itself might be carrying. Fire off vials of acid of flasks of holy water or alchemist fire. Craft some kind of bomb and launch it at your enemies. Use it as a delivery method for inhaled or contact poisons. Launch a pouch holding a tiny creature to abruptly and temporarily fulfill it's lifelong dreams of flight.
It targets an object within 60 feet so work with teammates to launch projectiles around corners. Ready an action to return a fired arrow to the archer that shot it.
Target is an object weighing 1-5 lbs that isn't being worn or carried... but no stipulations on what that object itself might be carrying. Fire off vials of acid of flasks of holy water or alchemist fire. Craft some kind of bomb and launch it at your enemies. Use it as a delivery method for inhaled or contact poisons. Launch a pouch holding a tiny creature to abruptly and temporarily fulfill it's lifelong dreams of flight.
It targets an object within 60 feet so work with teammates to launch projectiles around corners. Ready an action to return a fired arrow to the archer that shot it.
Even better, use a pack of smokepowder.
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there's always some joker who comes along and mentions, "Well, the planet is rotating around the sun, so shouldn't that break the spell anyway?", but also going in the opposite direction... sometimes you can justify it by saying a sufficiently large, mostly stable vehicle could be considered a solid location.
Bold of them to assume space works the same way in D&D. That's certainly not been the case in previous editions and while there still aren't any official rules for that kind of thing, there's still small references to that content in 5e.
Space does work like Spelljammer in 5e and other editions, Dungeon of the Mad Mage has a spelljamming ship and helm rules, and even lists all the planets in the ship. In d&d lore, planets do orbit stars, so yes, that should break the glyph. I would never have it do that, because this spell would be useless, but that's technically how it should work. Even the crystal spheres bob up and down in the phlogiston, so any glyph of warding on them should break too.
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Catapult is actually also a good way to telekinetically grab loose items. Just aim for the space above your hand. When it reaches that point it simply stops and drops into your hand harmlessly.
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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!
Technically catapult can't target a single arrow. The spell specifies that the target must be between 1 and 5 lbs and a standard arrow is 1/20th of a lb. A thrown javelin, sure.
Technically catapult can't target a single arrow. The spell specifies that the target must be between and 5 lbs and a standard arrow is 1/20th of a lb. A thrown javelin, sure.
That's a cool idea, ready an action so if that enemy throws a javelin at you, you cast catapult on the javelin, causing it to fly back towards them mid air, and striking them in the chest.
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In my party there's two druids. We both have the mold earth cantrip and use it ALL the time. It's SO useful. Found a trap? Put some dirt on it. Discovered some cockatrices hiding under a bed? Quickly raise dirt walls around the bed so they're trapped. We were playing through a trap-filled dungeon and the DM got kind of frustrated because that was the only thing we did and it worked every single time.
I don't see why the cockatrices would be trapped, it's easy to dig through dirt. All your DM has to do moving forward is have dungeons made entirely of stone, no loose earth available.
In my party there's two druids. We both have the mold earth cantrip and use it ALL the time. It's SO useful. Found a trap? Put some dirt on it. Discovered some cockatrices hiding under a bed? Quickly raise dirt walls around the bed so they're trapped. We were playing through a trap-filled dungeon and the DM got kind of frustrated because that was the only thing we did and it worked every single time.
While that is inventive use of the cantrip and kudos, the DM can't be very creative. It won't help you solve a puzzle while the spiked walls close in, or stop a powerful downpour of acid, or fill in a 30 ft pitfall trap or help you cross a wide river of lava, or get across a 50 ft chasm with a 100 ft drop to hordes of zombies.
The traps your DM used against you for that cantirp to solve must have been very simple.
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You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground.
And there's further information about an extradimensional space, immunity from spells, etc, but I'm not really concerned with that right now.
The spell doesn't specify which end of the rope rises. This seems to indicate that if you firmly hold the end that's rising that's up to 60 feet of "levitation" within a single turn. If there's any doubt just hold both ends of the rope.
Further, what if it's impossible for the whole rope to be perpendicular to the ground? What if a specific knot prevents it? What if it's tied in a loop? Does the rope just continue rising? Could you lassoo an enemy and make them into a meat balloon for an hour? (Or until they break free of the rope?) Does a whip count as a rope for the purposes of this spell?
No specifications on what kind of rope here either. Mundane rope, magic rope. Both are permissible. Especially useful for this rope trickery is the Rope of Climbing.
If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
So if your rope of climbing is currently inanimate you'd first need an action to animate it. Though it has no specified duration on it's animation you might well be able to just leave it on all the time. Do note it specifically says "object" not "creature." So pure grappling isn't an option here unless your DM is cool with it. But that's fine since there's no text about whether or not anyone is wearing or carrying said object. So RAW there's nothing stopping you from using a bonus action to command the rope of climbing to securely fasten itself to armor of the enemy goblin that's 10 feet away from you. This then has the goblin effectively tethered to you so long as you maintain your grip. It's not grappled so it still has movement but that rope probably limits how far it can move unless it cuts the rope (which has 20 AC and 20 HP by the by).
Further there's nothing stopping you from then using your action to cast rope trick on your friendly neighborhood rope of climbing to cause one of two scenarios to occur. Either the end of the rope that's tied to the goblin's armor rises into the air and you've got yourself a meat balloon. Or the other end of the rope rises into the air. If the knot on the goblin end prevents the rope from stopping in its rise... well then both scenarios have the same outcome unless that goblin manages to break itself free it's going heavenward and won't be dropping back down to the ground for an hour. Even then that's at least a 60 foot drop.
If your DM rules more reasonably that knots don't prevent the rope from achieving a full erection. Then that's either a goblin tied up and stuck in the air or a goblin on the ground who's now stuck in place with the other end pulling him taught from up to 60 feet above it.
If you can get away with the infinite levitation thing remember you can use your bonus action to knot/unknot the rope of climbing while you're holding it giving you a way to safely stop yourself at a desired height. But I doubt most DMs would allow an infinite height scenario for a 2nd level spell.
Blade Ward. This spell is hardly ever used and I rarely see anyone take it. For certain situations it can be used but I wanted to make it a spell I used as often as my other spells. This is my uncommon use of the spell.
Find Steed: A 2nd level Paladin spell which can be obtained at level 5 paladin or 6 lore bard.
Find Greater Steed: A 4th level Paladin spell which can be obtained at level 13 paladin or 10 bard.
When you cast a spell that targets only you the mount also gains the benefit.
Now the mount does not have a lot of HPs and overall is not strong enough to be considered a threat. You will be fighting much higher CRs than the mounts. With buffs this changes things a little.
Buffs: Mage Armor, Armor of Agathys, and Haste. It can also benefit from Shield, Absorb Elements, and Warding Blade. It can be buffed even further with help from team mates.
Warhorse: +5 attack, 2d6 + 4. With haste you can use this attack twice for an average of 22 damage. If someone attacks it with a melee attack it will take cold damage. With Warding Blade it takes half damage from melee attacks. As a lore bard I can also use Cutting Wards to reduce the damage further. This means the mount will stick around much longer than normal.
Griffon: +6 attack, and with 3 attacks (2 normal and 1 with haste) the average damage is 30. With AoA if it is attacked the attacker takes cold damage.
Blade Ward will keep the mount alive much longer and keep AoA up for a much longer duration. If you get the mounted combat feat and the mount is getting hit too much you can take the hits instead. The build will not be nearly as good without Blade Ward which everyone hates.
With UA and high enough level there are ways to make the build sickening.
Biggest downside is the mount size. Going to a small race will help but the mount options suck for small races.
Yeah, we're only 2nd level right now. We aren't facing many complicated things.
Pfft, Your DM is being easy on you. In my campaign our Level 1 characters had to face instant-death traps, eldritch horrors, evil fungus that infected and ruptured one character's spine, then cultists, and then a skyscraper sized demon and swarms of lesser demons as we scrambled up to his head to face the summoner. No rests inbetween. Nearly TPK'd four times in a row. Fun times.
(On the flip side, we're now Level 18, have insane amounts of gold, a flying castle with a small army's worth of guards, multiple legendary items each, a pet wyvern (when he's in the mood to help), and a demigod on call. Makes up for the nightmare fuel monsters and 9/10 encounters being Deadly+ level.)
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First level can be very deadly in my campaigns. Some examples:
In Realmspace fighting against a whole ship full of Neogi and Star Spawn Grue that my characters had to infiltrate and rescue a high-ranking gnomish faction leader.
In the Yawning Portal stopping a bar fight and killing a troll that crawled out of the Well.
In a prison breaking up a prison riot led by a medusa planeshifter (yes it is Vraska)
In Sharn, breaking into a high-security Boromar Clan outpost, sneaking around silently murdering halfling guards, stealing evidence of their crimes, escaping with little collateral damage, taking the evidence to the Sharn Watch, who then attempt to incinerate it, sneaking around the Sharn Watch Base, killing the guard who was about to incinerate the box of evidence, shove his body down into the incinerator, killing 2 other guards and a knight who were investigating the guard's death by shoving them down the incinerator chute, then jumping out a window to grab onto a skycoach to escape.
Going to a tavern to get information from an high-ranking thieves' guild member in Baldur's Gate, saving her life from a group of pirates, almost burning down the tavern in the process.
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It is not a spell but helps one. The Grasp of Hadar Invocation for Warlocks. If you can hit with Eldritch Blast you can pull what you hit 10 feet towards you. Low levels you can pull people into things they don't want to be pulled into like traps. High levels you can fly around and pull people off castles or cliffs. No size limit means you can use a cantrip to pull a purple wyrm towards/possibly through a prismatic wall your wizard buddy cast :) So with 1 cantrip, you could possibly cause 50d6(from various wall layers) and 1d10 damage.
On multiple opponents, the Warlock could ready his action so that when his wizard buddy casts prismatic wall the warlock then casts eldritch blast. Wall pops up and, assuming hits by the warlock, 4 opponents could be pulled through it. A potential for 200d6 and 4d10 damage. The wall lasts for 10 minutes and is not concentration so you could possibly do this again with careful maneuvering :)
Edit: Forgot about Repelling Blast. Can then push and pull as needed. And both of these Invocations can be obtained at level 2 :) and as shown are still useful even at 20
No, it isn't. It's purely flavor text. The spell says nothing about making invisible creatures visible, so it doesn't override the condition. Even if you do see the shimmering this changes nothing, because unless something is hidden you always know where it is whether you can see it or not. It's still invisible, so you still have disadvantage on your attack rolls.
by that logic if an invisible creature is standing in water it doesn't show ripples cuz there is nothing in the text of water that says it does lol
What? How did you take that away from what I said.
These are the rules. You can't get rid of or bypass a condition unless the thing you're using specifically says it does.
I find a lot of folks don't really understand how hiding and invisibility work in 5th edition. For one thing, being invisible is a condition. You can't remove a condition without something that specifically removes it, or prevents someone from benefiting/being inhibited by the condition, like Faerie Fire does for invisibility. Shield of Faith can no more remove the invisible condition than it can the poisoned condition, and allowing it to would just be spitting in the face of the same-leveled spell Faerie Fire.
Furthermore - mechanically - unless you take the hide action, everyone knows exactly where you are (there is no RAW specified range for this kind of thing, it's up to DM discretion per the situation.) Going invisible doesn't prevent this. The only immediate benefits of invisibility are that you get advantage on your attack rolls, attack rolls against you have disadvantage, and you can't be targeted by anything that requires you to be seen (which many spells and abilities do.)
Invisibility doesn't automatically make you hidden,
but it does give you advantage on your Dexterity(Stealth) check to hide, and gives anyone trying to find you disadvantage on their Wisdom(Perception) to find you; both active and passive.* So being invisible does make it way easier to hide, but doesn't automatically make you hidden.Bottom line, you cannot remove or prevent any condition unless you use something that specifically says it can, which Shield of Faith does not. If your GM wants to allow it to, they're of course within their right to do so, but that's a houserule that goes against RAW. Lots of GMs allow covering a creature in flour or something to prevent invisibility from benefiting the creature, which is great fun, but also a house rule.
*Edit: I think I was wrong in what I crossed out; being invisible makes a creature heavily obscured for the purposes of hiding, so if they do hide then - per the heavily obscured rules - any perception checks that rely on sight automatically fail. So a creature has to rely on hearing/smell to find them, and there's not really a ruling for how to treat that with invisibility. Up to DM discretion, I suppose. Could either rule that most creatures roll normally for this, and creatures with Keen Senses still get advantage, or rule that most creatures have disadvantage and creatures with Keen Senses roll flat.
Apparently I don't even know the rules for all this ;)
Catapult
Target is an object weighing 1-5 lbs that isn't being worn or carried... but no stipulations on what that object itself might be carrying. Fire off vials of acid of flasks of holy water or alchemist fire. Craft some kind of bomb and launch it at your enemies. Use it as a delivery method for inhaled or contact poisons. Launch a pouch holding a tiny creature to abruptly and temporarily fulfill it's lifelong dreams of flight.
It targets an object within 60 feet so work with teammates to launch projectiles around corners. Ready an action to return a fired arrow to the archer that shot it.
Even better, use a pack of smokepowder.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Space does work like Spelljammer in 5e and other editions, Dungeon of the Mad Mage has a spelljamming ship and helm rules, and even lists all the planets in the ship. In d&d lore, planets do orbit stars, so yes, that should break the glyph. I would never have it do that, because this spell would be useless, but that's technically how it should work. Even the crystal spheres bob up and down in the phlogiston, so any glyph of warding on them should break too.
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Catapult is actually also a good way to telekinetically grab loose items. Just aim for the space above your hand. When it reaches that point it simply stops and drops into your hand harmlessly.
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!
Technically catapult can't target a single arrow. The spell specifies that the target must be between 1 and 5 lbs and a standard arrow is 1/20th of a lb. A thrown javelin, sure.
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 a cool idea, ready an action so if that enemy throws a javelin at you, you cast catapult on the javelin, causing it to fly back towards them mid air, and striking them in the chest.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
In my party there's two druids. We both have the mold earth cantrip and use it ALL the time. It's SO useful. Found a trap? Put some dirt on it. Discovered some cockatrices hiding under a bed? Quickly raise dirt walls around the bed so they're trapped. We were playing through a trap-filled dungeon and the DM got kind of frustrated because that was the only thing we did and it worked every single time.
I don't see why the cockatrices would be trapped, it's easy to dig through dirt. All your DM has to do moving forward is have dungeons made entirely of stone, no loose earth available.
I'd recommend filling a bag of holding or portable hole with dirt to make this trick available everywhere.
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While that is inventive use of the cantrip and kudos, the DM can't be very creative. It won't help you solve a puzzle while the spiked walls close in, or stop a powerful downpour of acid, or fill in a 30 ft pitfall trap or help you cross a wide river of lava, or get across a 50 ft chasm with a 100 ft drop to hordes of zombies.
The traps your DM used against you for that cantirp to solve must have been very simple.
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Rope Trick
And there's further information about an extradimensional space, immunity from spells, etc, but I'm not really concerned with that right now.
The spell doesn't specify which end of the rope rises. This seems to indicate that if you firmly hold the end that's rising that's up to 60 feet of "levitation" within a single turn. If there's any doubt just hold both ends of the rope.
Further, what if it's impossible for the whole rope to be perpendicular to the ground? What if a specific knot prevents it? What if it's tied in a loop? Does the rope just continue rising?
Could you lassoo an enemy and make them into a meat balloon for an hour? (Or until they break free of the rope?) Does a whip count as a rope for the purposes of this spell?
No specifications on what kind of rope here either. Mundane rope, magic rope. Both are permissible.
Especially useful for this rope trickery is the Rope of Climbing.
So if your rope of climbing is currently inanimate you'd first need an action to animate it. Though it has no specified duration on it's animation you might well be able to just leave it on all the time. Do note it specifically says "object" not "creature." So pure grappling isn't an option here unless your DM is cool with it. But that's fine since there's no text about whether or not anyone is wearing or carrying said object. So RAW there's nothing stopping you from using a bonus action to command the rope of climbing to securely fasten itself to armor of the enemy goblin that's 10 feet away from you. This then has the goblin effectively tethered to you so long as you maintain your grip. It's not grappled so it still has movement but that rope probably limits how far it can move unless it cuts the rope (which has 20 AC and 20 HP by the by).
Further there's nothing stopping you from then using your action to cast rope trick on your friendly neighborhood rope of climbing to cause one of two scenarios to occur. Either the end of the rope that's tied to the goblin's armor rises into the air and you've got yourself a meat balloon. Or the other end of the rope rises into the air. If the knot on the goblin end prevents the rope from stopping in its rise... well then both scenarios have the same outcome unless that goblin manages to break itself free it's going heavenward and won't be dropping back down to the ground for an hour. Even then that's at least a 60 foot drop.
If your DM rules more reasonably that knots don't prevent the rope from achieving a full erection. Then that's either a goblin tied up and stuck in the air or a goblin on the ground who's now stuck in place with the other end pulling him taught from up to 60 feet above it.
If you can get away with the infinite levitation thing remember you can use your bonus action to knot/unknot the rope of climbing while you're holding it giving you a way to safely stop yourself at a desired height. But I doubt most DMs would allow an infinite height scenario for a 2nd level spell.
Blade Ward. This spell is hardly ever used and I rarely see anyone take it. For certain situations it can be used but I wanted to make it a spell I used as often as my other spells. This is my uncommon use of the spell.
Find Steed: A 2nd level Paladin spell which can be obtained at level 5 paladin or 6 lore bard.
Find Greater Steed: A 4th level Paladin spell which can be obtained at level 13 paladin or 10 bard.
When you cast a spell that targets only you the mount also gains the benefit.
Now the mount does not have a lot of HPs and overall is not strong enough to be considered a threat. You will be fighting much higher CRs than the mounts. With buffs this changes things a little.
Buffs: Mage Armor, Armor of Agathys, and Haste. It can also benefit from Shield, Absorb Elements, and Warding Blade. It can be buffed even further with help from team mates.
Warhorse: +5 attack, 2d6 + 4. With haste you can use this attack twice for an average of 22 damage. If someone attacks it with a melee attack it will take cold damage. With Warding Blade it takes half damage from melee attacks. As a lore bard I can also use Cutting Wards to reduce the damage further. This means the mount will stick around much longer than normal.
Griffon: +6 attack, and with 3 attacks (2 normal and 1 with haste) the average damage is 30. With AoA if it is attacked the attacker takes cold damage.
Blade Ward will keep the mount alive much longer and keep AoA up for a much longer duration. If you get the mounted combat feat and the mount is getting hit too much you can take the hits instead. The build will not be nearly as good without Blade Ward which everyone hates.
With UA and high enough level there are ways to make the build sickening.
Biggest downside is the mount size. Going to a small race will help but the mount options suck for small races.
Yeah, we're only 2nd level right now. We aren't facing many complicated things.
Pfft, Your DM is being easy on you. In my campaign our Level 1 characters had to face instant-death traps, eldritch horrors, evil fungus that infected and ruptured one character's spine, then cultists, and then a skyscraper sized demon and swarms of lesser demons as we scrambled up to his head to face the summoner. No rests inbetween. Nearly TPK'd four times in a row. Fun times.
(On the flip side, we're now Level 18, have insane amounts of gold, a flying castle with a small army's worth of guards, multiple legendary items each, a pet wyvern (when he's in the mood to help), and a demigod on call. Makes up for the nightmare fuel monsters and 9/10 encounters being Deadly+ level.)
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
First level can be very deadly in my campaigns. Some examples:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Jeez, what ever happened to being hired to kill giant rats in the tavern cellar?
It is not a spell but helps one. The Grasp of Hadar Invocation for Warlocks. If you can hit with Eldritch Blast you can pull what you hit 10 feet towards you. Low levels you can pull people into things they don't want to be pulled into like traps. High levels you can fly around and pull people off castles or cliffs. No size limit means you can use a cantrip to pull a purple wyrm towards/possibly through a prismatic wall your wizard buddy cast :) So with 1 cantrip, you could possibly cause 50d6(from various wall layers) and 1d10 damage.
On multiple opponents, the Warlock could ready his action so that when his wizard buddy casts prismatic wall the warlock then casts eldritch blast. Wall pops up and, assuming hits by the warlock, 4 opponents could be pulled through it. A potential for 200d6 and 4d10 damage. The wall lasts for 10 minutes and is not concentration so you could possibly do this again with careful maneuvering :)
Edit: Forgot about Repelling Blast. Can then push and pull as needed. And both of these Invocations can be obtained at level 2 :) and as shown are still useful even at 20