Arial Black
Adventurer
A familiar cant help on attacks because it cannot attack itself - PHB p.175 - "Working together".
A Pact of the Chain warlock's familiar can attack, therefore can use the Help action to give advantage to an attack roll.
A familiar cant help on attacks because it cannot attack itself - PHB p.175 - "Working together".
Where "forever" is "until somebody gets annoyed enough to take a swing at the familiar, or it gets caught in the blast of an AoE." The imp is the only familiar that even gets into double-digit hit points, and that just barely. If you're not a warlock, two hit points is the best you can get. Anybody even breathes on your familiar, it dies and you can't replace it until you have time to spend an hour re-casting the ritual.And the meta-reason this must be the correct interpretation (RAI) is that otherwise a single 1st level ritual would have the potential to grant Advantage on all attacks, forever. Which is just dumb.
Where "forever" is "until somebody gets annoyed enough to take a swing at the familiar, or it gets caught in the blast of an AoE." The imp is the only familiar that even gets into double-digit hit points, and that just barely. If you're not a warlock, two hit points is the best you can get. Anybody even breathes on your familiar, it dies and you can't replace it until you have time to spend an hour re-casting the ritual.
To grant 25 temp hp with Inspiring Leader, you have to a) be 20th level and b) have a 20 Charisma. What exactly do you expect to be fighting at 20th level that can't effortlessly obliterate a 26-hit-point creature? Besides, aside from the rogue, all of the people who attack for a living at that level will be attacking 2-4 times per round, and you can only grant advantage on one of those attacks.Yet another reason why Inspiring Leader is a fantastic feat. There's a world of difference between an Owl with 1 HP and an Owl with 1 HP + 25 temp HP.
To grant 25 temp hp with Inspiring Leader, you have to a) be 20th level and b) have a 20 Charisma. What exactly do you expect to be fighting at 20th level that can't effortlessly obliterate a 26-hit-point creature? Besides, aside from the rogue, all of the people who attack for a living at that level will be attacking 2-4 times per round, and you can only grant advantage on one of those attacks.
Not that it really matters, since most campaigns never get anywhere near 20th.
A Pact of the Chain warlock's familiar can attack, therefore can use the Help action to give advantage to an attack roll.
Do you honestly not see a difference between a 9-hp owl and a 26-hp owl? A 9-hp owl can usually survive one hit; that's not nothing by a long shot, but it's also not a game-changer.Are you just nitpicking, or are you claiming that the temp HP doesn't matter until you hit 25? Even at 4th level your owl will have an extra 7 or 8 HP. Do you honestly not see a difference between a 1 HP Owl and a 9 HP Owl? Because I do.
Do you honestly not see a difference between a 9-hp owl and a 26-hp owl? A 9-hp owl can usually survive one hit; that's not nothing by a long shot, but it's also not a game-changer.
The place where it does make a big difference is the warlock--taking an imp from 10 hp to 18 hp puts it comfortably out of the range where it can easily be swatted down, and warlocks being a Cha-primary class means they can get the most out of the feat. But warlocks are investing rather more than a 1st-level ritual to get their familiars.
A Pact of the Chain warlock's familiar can attack, therefore can use the Help action to give advantage to an attack roll.