Simply because imo Warlocks shouldn't rely on spells from slots, they lean more on cantrips, invocations, pacts and patron abilties and the spells they do pick need to keep scaling in mind. I feel like it being "familiars" should make it more than just scouting, but then, I suppose that's a familiar's primary use, too.Ĭould you elaborate on the bolded part? Wizards, sure, they have spellbooks and prepare a lot of spells each day, but why do you say "Warlocks.shouldn't have a problem with spells known?" They know relatively few. I think it's the best scouting mechanics in the game by level 3, common familiars have just 100 ft sharing senses range If you fight a lot of dragons, or don't have to deal with time limits all that much, this may not be the spell for you.įamiliars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. ![]() Or maybe leave one outside a building to watch your back, and still have two in case of combat.īasically, I would say this spell has the potential to be extremely useful, but it's pretty situation-dependent. You could comb a city with three hawk scouts to find that NPC you're pursuing. Flock of Familiars lets you do the same thing, but has a range of one mile.Īnd you have three of these guys! Within an hour you could conceivably explore a whole dungon before you even have to enter, if your spiders are sneaky enough. You could potentially also use one familiar to Help, and have the rest flying far above the fight to swoop in and replace the first one if it's destroyed-but then you're only helping one person at a time.Ģ) Find Familiar lets you communicate with/use the senses of one familiar within 100 feet. Yes, an enemy could still attack and kill a familiar pretty easily, but that would be one less attack directed at your less-replacable party members. I would say this is a good combat spell when a) you have a lot of friends making actual attack rolls and b) your enemies can't do AOE effects. As you say, they poof if they take any damage-so they're in danger from AOE effects, as well as you losing your concentration. ![]() They can only grant advantage to one attack roll per turn, not all of them. If one of your companions is dying, your DM might rule that a familiar can make a medicine check to stabilize them, but YMMV. They don't grant any bonus to saves like Bless does. Advantage is better than +1d4 for attacks, as it increases the chance of a critical hit Bless is also concentration, but lasts for 1 minute instead of 1 hour Each familiar rolls its own combat initiative, and each can take the Help action for you or your companions, giving three (or more, if you upcast) players advantage on one attack per turn. I guess I'm looking for suggestions, ideas on how to use them, reasons why this is cool enough to take rather than other options, both for spells known and for your concentration.ġ) In combat, I actually find it helpful to compare this spell to Bless. Not a ritual, so eats a 2nd level spell slotīut the biggest thing that makes me stop and ask, "Wait, why?" is this: what, exactly, does having 3 familiars let you do that having 1 does not? Explore? One familiar exploring for longer is probably more thorough. If you already have one via find familiar, you get one fewer from this spell Specifically, you can't channel a touch spell through more than one per turn (though how useful this is in any event is still questionable, to me) Only lasts 1 hour at most (so if you need their services for longer, you have to cast it again) Or any other Concentration spell, so they'd better be contributing a lot! This means if you take damage, they can poofĬan't use dragon's breath on even one of them ![]() One action casting time - no need to take 60 to 70 minutes to replace them if they go away.Ĭoncentration, so it competes for that resource (this is a biggie) Just Verbal and Somatic components, so no material cost - so they're not 10 gp to replace and no amount of "well, you used up your reagents for that spell and have to find them no, you can't just pour ten 10 on the ground to do this" will get in your way. You get 3 familiars - the only way to have multiple familiars at once! ![]() What it does is let you use an action and a 2nd level spell slot to get a Concentration-up-to-one-hour duration set of 3 familiars (plus one per spell slot level above 2 you cast it from). I know it's an obscure spell in a moderately obscure module, but the idea first sounds cool and then I start asking, "why would you want this?"
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