So, I have part of this idea fleshed out. You need Warlock with Pact of the Chain. Take Investment of The Chain Master so that, lets say your Sprite can attempt to Poison (or put to sleep) one creature a turn. Also roll with Summon Undead, often picking Putrid to combine with the Sprite Poison for another chance at Paralyzing creatures (obviously this falls apart when facing Poison immune stuff, but bear with me). Is there anything else (subclass, spells, invocations, items) you would recommend to have the most shots at paralyzing enemies for my melee allies?
Hold Person is usually considered a bad spell, but if you snag a Rod of the Pact Keeper, I've found you've got a good chance of keeping them down long enough for the group to murder them via auto-crits.
Repelling Blast / Grasp of Hadar to push / pull enemies into an Evard's Black Tentacles or similar spell.
Telekinesis. Enough said. GOO only. Alternatively, Bigby's Hand, ala Fathomless, is just as good often enough.
Hypnotic Pattern.
Those all take spell slots, though, which is usually a two-shot per rest kinda deal. I do think that adding Repelling Blast with Chilling Blast on your E.B.s can be good - knocking someone backwards while slowing them isn't paralysis, but its preventing them from getting close. And, more importantly, its at-will. So, you can shoot them, effectively keeping them at range, and have your familiar and summon shoot at range.
If it's just range and 'trapping' I'd go with Summon Shadow- Despair. The aura auto reduces by 20 ft., then tack on Chilling Blast to reduce another 10 ft. Most things would have 0 ft. of movement. Repelling Blast is just icing on the cake. But yeah, thought of that, too. Rod of the Pact Keeper was already a must have- boosting the save DC of the Sprite as well makes it even more so. I guess I could see if a Wand of Sickness to have 7 free shots of Ray of Sickness a day for additional poison chances could be done.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So, I have part of this idea fleshed out. You need Warlock with Pact of the Chain. Take Investment of The Chain Master so that, lets say your Sprite can attempt to Poison (or put to sleep) one creature a turn. Also roll with Summon Undead, often picking Putrid to combine with the Sprite Poison for another chance at Paralyzing creatures (obviously this falls apart when facing Poison immune stuff, but bear with me). Is there anything else (subclass, spells, invocations, items) you would recommend to have the most shots at paralyzing enemies for my melee allies?
You could get the Bane spell from the Invocation.
Hold Person is usually considered a bad spell, but if you snag a Rod of the Pact Keeper, I've found you've got a good chance of keeping them down long enough for the group to murder them via auto-crits.
Repelling Blast / Grasp of Hadar to push / pull enemies into an Evard's Black Tentacles or similar spell.
Telekinesis. Enough said. GOO only. Alternatively, Bigby's Hand, ala Fathomless, is just as good often enough.
Hypnotic Pattern.
Those all take spell slots, though, which is usually a two-shot per rest kinda deal. I do think that adding Repelling Blast with Chilling Blast on your E.B.s can be good - knocking someone backwards while slowing them isn't paralysis, but its preventing them from getting close. And, more importantly, its at-will. So, you can shoot them, effectively keeping them at range, and have your familiar and summon shoot at range.
If it's just range and 'trapping' I'd go with Summon Shadow- Despair. The aura auto reduces by 20 ft., then tack on Chilling Blast to reduce another 10 ft. Most things would have 0 ft. of movement. Repelling Blast is just icing on the cake. But yeah, thought of that, too. Rod of the Pact Keeper was already a must have- boosting the save DC of the Sprite as well makes it even more so. I guess I could see if a Wand of Sickness to have 7 free shots of Ray of Sickness a day for additional poison chances could be done.