![]() At least the player had enough metagame awareness to usually scout ahead by only two or three rooms instead of mapping out the entire dungeon for an hour before the party went inside, but even then this was a huge game changer. What this means, and I really can't fault the player for this in any way, is that every time the party came to a camp, castle, or dungeon entrance, the warlock had the imp scout out the place to give them a perfect map of everything that lay ahead and detect all of the non-hidden and many of the hidden creatures that were around. And the warlock can communicate with it telepathically as well. The imp also has darkvision 120 ft., and with Voice of the Chain Master the warlock can see anything the imp can see over any distance on the same plane. And with 10 hp and immunity to fire and poison, few blindly targeted area attacks are much of a threat. ![]() And even if someone hears the imp, the imp can simply run away with little chance of getting attacked. Creatures without the ability to see invisible things can only perceive it by hearing (and the imp has +5 to Stealth), but in most situations the imp would have to be pretty close to be in hearing range, especially outdoors when there is all kind of environmental noise. The imp can turn itself invisible as an action and remain so basically indefinitely unless it attacks or takes damage and loses concentration. Simply sticking to the Player's Handbook and the player was cool about to not exploit it mercilessly.īut still I feel that this is much too useful to give a party at 3rd level. ![]() In the campaign I ran over the summer, one of the players played a warlock who at 3rd level took the Pact of the Chain to get an imp and switched one of his invocations to Voice of the Chain Master. ![]()
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