First, Pacts are now invocations. So I'm looking to use Pact of the Blade, and was wondering if others think it's worth taking a 2nd pact, or not, and if so, which.
I'm looking at Pact of the Tomb, for 3 extra cantrips. It also says I can get spells tagged as Rituals, and use them as pact spells; I assume they can be used as a pact, or ritual?
For the Tomb, it says it can be summoned on a short/long rest. Does this mean that the spells can be changed, each time it's summoned, that it can only be changed after a LR, or like other features, can only be changed when one levels up?
For Repelling Blast, the text says "you can push the creature up to 10 feet away from you in a straight line." Can being the word in question. Does this mean like "now, you can do this?" Or does this mean you can opt to do it, or can opt not to? There are times when I wouldn't want to do this, like if I have someone in magic darkness, and that would push them out of it, or other situations where I may not want to push them +10 ft.
First off, if you are playing Pact of the Blade Hexblade, I would recommend Pact of the Chain over Tome. Familiars are super useful out of combat, and in combat you can take one of the options that can turn invisible, like the [monsters]Imp[/spells], and have that monster take the Help action every round to give advantage on an attack, then get away without taking opportunity attacks (since the Help action doesn't break their invisibility).
As for changing the cantrips you get with Pact of the Tome, the Invocation description says you manifest it after a rest, and you choose the cantrips when the tome appears, so you will get to choose what cantrips it contains each time you manifest it. As for the ritual spells, since they function as warlock spells for you, you can cast them with a Pact Magic Slot as normal, or as a ritual with the usual 10 minutes added to the cast time.
Repelling Blast says that you canpush an enemy up to10 feet, so it is your choice to push or not. At higher levels when eldritch blast gets extra beams, you can choose which beams push the enemy, and how far (0-10 feet per beam). Very useful for getting an enemy into a spell like Cloud of Daggers.
First off, if you are playing Pact of the Blade Hexblade, I would recommend Pact of the Chain over Tome. Familiars are super useful out of combat, and in combat you can take one of the options that can turn invisible, like the [monsters]Imp[/spells], and have that monster take the Help action every round to give advantage on an attack, then get away without taking opportunity attacks (since the Help action doesn't break their invisibility).
As for changing the cantrips you get with Pact of the Tome, the Invocation description says you manifest it after a rest, and you choose the cantrips when the tome appears, so you will get to choose what cantrips it contains each time you manifest it. As for the ritual spells, since they function as warlock spells for you, you can cast them with a Pact Magic Slot as normal, or as a ritual with the usual 10 minutes added to the cast time.
Repelling Blast says that you canpush an enemy up to10 feet, so it is your choice to push or not. At higher levels when eldritch blast gets extra beams, you can choose which beams push the enemy, and how far (0-10 feet per beam). Very useful for getting an enemy into a spell like Cloud of Daggers.
TY for all of your assistance. I sincerely appreciate it.
Regarding the familiar, since I can take the Invocation Pact of the Tomb, gaining spells, including find familiar, as a ritual or pact, I think that'll work. The owl for flyby (I think flying snake does similar), would let me do this...as long as they don't have a spell to neutralize invisibility, that would work, too. I like that it gives 3 cantrips, not limited to a class, and 2 L1 spells, as opposed to 2:1, making it better then using Magic Initiate via Lessons of the First Ones Invocation. For that, I think I'll add lucky, for if I get to higher play.
TY for all of your assistance. I sincerely appreciate it.
Regarding the familiar, since I can take the Invocation Pact of the Tomb, gaining spells, including find familiar, as a ritual or pact, I think that'll work. The owl for flyby (I think flying snake does similar), would let me do this...as long as they don't have a spell to neutralize invisibility, that would work, too. I like that it gives 3 cantrips, not limited to a class, and 2 L1 spells, as opposed to 2:1, making it better then using Magic Initiate via Lessons of the First Ones Invocation. For that, I think I'll add lucky, for if I get to higher play.
The Flying Snake is a CR 1/8 Monstrosity; it's not an option for the Find Familiar spell you can cast from Pact of the Tome (which is limited to CR 0 Beasts). None of the options provided for the ordinary Find Familiar spell can turn invisible.
The 2024 Pact of the Chain invocation's version of Find Familiar is superior in a number of ways. Besides giving you the options of Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake, (of which Imp, Quasit, and Sprite have Invisibility as an option) and it can be cast in a single Magic Action (instead of 60-70 minutes), as long as you have 10gp worth of incense to burn. If push comes to shove, this will let you change its form, or bring it back to life in combat.
And don't sleep on Skeleton. Casting Find Familiar lets you decide whether it's Celestial, Fey, or Fiend; it's not automatically Undead. There are many, many uses for a Medium-Size, Humanoid shaped creature that's capable of wearing clothing and using humanoid equipment.
And Flavor is free:
"It's not a macabre corpse remnant, it's an animated wooden puppet."
First, Pacts are now invocations. So I'm looking to use Pact of the Blade, and was wondering if others think it's worth taking a 2nd pact, or not, and if so, which.
I'm looking at Pact of the Tomb, for 3 extra cantrips. It also says I can get spells tagged as Rituals, and use them as pact spells; I assume they can be used as a pact, or ritual?
For the Tomb, it says it can be summoned on a short/long rest. Does this mean that the spells can be changed, each time it's summoned, that it can only be changed after a LR, or like other features, can only be changed when one levels up?
For Repelling Blast, the text says "you can push the creature up to 10 feet away from you in a straight line." Can being the word in question. Does this mean like "now, you can do this?" Or does this mean you can opt to do it, or can opt not to? There are times when I wouldn't want to do this, like if I have someone in magic darkness, and that would push them out of it, or other situations where I may not want to push them +10 ft.
TY.
First off, if you are playing Pact of the Blade Hexblade, I would recommend Pact of the Chain over Tome. Familiars are super useful out of combat, and in combat you can take one of the options that can turn invisible, like the [monsters]Imp[/spells], and have that monster take the Help action every round to give advantage on an attack, then get away without taking opportunity attacks (since the Help action doesn't break their invisibility).
As for changing the cantrips you get with Pact of the Tome, the Invocation description says you manifest it after a rest, and you choose the cantrips when the tome appears, so you will get to choose what cantrips it contains each time you manifest it. As for the ritual spells, since they function as warlock spells for you, you can cast them with a Pact Magic Slot as normal, or as a ritual with the usual 10 minutes added to the cast time.
Repelling Blast says that you can push an enemy up to 10 feet, so it is your choice to push or not. At higher levels when eldritch blast gets extra beams, you can choose which beams push the enemy, and how far (0-10 feet per beam). Very useful for getting an enemy into a spell like Cloud of Daggers.
TY for all of your assistance. I sincerely appreciate it.
Regarding the familiar, since I can take the Invocation Pact of the Tomb, gaining spells, including find familiar, as a ritual or pact, I think that'll work. The owl for flyby (I think flying snake does similar), would let me do this...as long as they don't have a spell to neutralize invisibility, that would work, too. I like that it gives 3 cantrips, not limited to a class, and 2 L1 spells, as opposed to 2:1, making it better then using Magic Initiate via Lessons of the First Ones Invocation. For that, I think I'll add lucky, for if I get to higher play.
The Flying Snake is a CR 1/8 Monstrosity; it's not an option for the Find Familiar spell you can cast from Pact of the Tome (which is limited to CR 0 Beasts). None of the options provided for the ordinary Find Familiar spell can turn invisible.
The 2024 Pact of the Chain invocation's version of Find Familiar is superior in a number of ways. Besides giving you the options of Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake, (of which Imp, Quasit, and Sprite have Invisibility as an option) and it can be cast in a single Magic Action (instead of 60-70 minutes), as long as you have 10gp worth of incense to burn. If push comes to shove, this will let you change its form, or bring it back to life in combat.
And don't sleep on Skeleton. Casting Find Familiar lets you decide whether it's Celestial, Fey, or Fiend; it's not automatically Undead. There are many, many uses for a Medium-Size, Humanoid shaped creature that's capable of wearing clothing and using humanoid equipment.
And Flavor is free:
"It's not a macabre corpse remnant, it's an animated wooden puppet."
"It's still pretty creepy, though."
"Well, you can't please everyone."
🎵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