![]() With that in mind, a lot of them won't detect an invisible creature at all until it does something. With that much noise, the passive perception (sound) would/should be with disadvantage which is at a -5. While I think I see your point, I'd suggest that any DM fold in all of the rules in such a situation. All invisible creatures who aren't actively making efforts to be unheard are automatically detected, even on a 120ft-200ft battlefield where a Bard is playing the bagpipe and two knights are hitting each other's plate armor with hammers. So it isn't that the Pact of the Chain is OP, it's more that you've inadvertently boosted invisibility's effects way past the power the game gives it.īy the rules, no, invisible creatures don't "have to be pretty close to be in hearing range". While +5 in Stealth with advantage is nice, it should still be in the "can be found by sentries" range. All being invisible does (defensively) is giving disadvantage on the attack roll against the Imp, and with AC 13 it's still pretty vulnerable to normal attacks. hearable based on the DM's decision and depending on the factors they think should apply in any given circumstance (edited due to mistake).įurthermore, if the creature isn't actively making efforts to be unheard and isn't unheard due to other factors, all the creatures can pinpoint the 5ft-5ft square they're in. And with 10 hp and immunity to fire and poison, few blindly targeted area attacks are much of a threat.īy the rules, no, invisible creatures don't "have to be pretty close to be in hearing range". 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. I feel that Voice of the Chain Master is kind of breaking the whole dungeon exploration game. (Which being tiny can get into any creatures' ambush and escape tunnels.) And since the imp is a familiar, even if something manages to target and kill it, it's trivial for the warlock to restore it. But playing at 3rd to 5th level, there really wasn't anything in the dungeons that could see or block the imp. It's not 100% reliable or 100% efficient, and the imp did miss a couple of hidden creatures that didn't react to it because they were not aware of its presence. 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. ![]() ![]() 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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