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D&D 5E Warlock in party with Quasit breaking story

Yunru

Banned
Banned
Its a variant familar and isn't governed by the same rules as normal familiars. Players that aren't pact of the chain can't even use them. But honestly I don't really care, you can change quasits to celestials if you want if you're the dm. Do you.

Your point? How does it being a variant stop all the effects from applying?
The Variant Human is a Variant of the Human. I guess that means you don't get any of the regular Human stuff. Oh wait, it doesn't.

Being a Variant Familiar doesn't stop it being a Familiar. And Familiars are the summoner's choice of Fey, Fiend or Celestial, and obey any orders given to them.
 

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Decorayah

First Post
I would be annoyed at having Repelling Blast nerfed on me in the middle of a situation like that too. It's magic, it doesn't care how big the opponent is.

Regardless, how is the Quasit getting past all of the doors without making noise and/or disturbing things? And why are all the opponents stationary to the point where the Quasit can count them all?

Another factor is the Quasit can only report what it can see/hear. Okay so there are zombie guards and a collection of weapons, but why are they there, etc. Unless the campaign's a dungeon crawl, surely there's a reason for them to investigate these castles beyond "why not?"

Indeed the "why"-s are what I try to make the most interesting. A scouting quasit won't get all the information sure but if used constantly for everything (and it is) then I can make almost no "surprise events" or plot-twists because they will see them coming. That just makes things more boring. Anyways like you and other said it still should make noise so that does balance it out as it's not completely undetectable.

While I can't say the repelling blast is not a nerf I must implore you to see it's a small one and it does make sense. I told him repelling blast will work on everything that is not friggin ginormous. Here's examples to illustrate my point:

Any human, orc, troll, beast, demon etc. Everything under the sun that is not weighing hundreds of tons gets pushed. If however Godzilla were to show up or maybe a more d&d example like Tiamat then no, I don't think a spell cast from a level 4 warlock can move it back 10 feet. Or let's take it to the extreme (since his whole argument was "no limitation is listed so there is none". If I were to create a creature that is a living mountain the size of Everest should that level 4 warlock be able to move it 10 feet? It just sounds absurd. Not to mention if something that heavy does move it would cause like an apocalyptic earthquake lol. Anyways what do you think?
 

iserith

Magic Wordsmith
If you're going to use tressyms, I strongly advise that you make it known that their presence is at least a possibility at a given adventure location prior to having one spot or take out the warlock's familiar. Perhaps an NPC tells a funny story about one of them or a merchant is shipping some over to the adventure location to fill an order. Whatever.

If you don't make it known up front, you're back into "gotcha" territory. Ostensibly, that is what the players are trying to avoid, so you won't do yourself any favors by suddenly springing invisibility-seeing, flying familiar killers into the campaign. You may end up with one or more unhappy players. If, however, you telegraph this up front, it will no longer be a "gotcha" and they can make decisions about what to do in the face of this new challenge.
 

Yunru

Banned
Banned
I don't really see it. Something that large is going to move about 10 feet just by breathing. Plus the Warlock has to actually hit it first.
If it's that concerning I'd rather give the creature in question a trait that makes it immune to forced movement (on a save if it's a lower CR).
 

iserith

Magic Wordsmith
Indeed the "why"-s are what I try to make the most interesting. A scouting quasit won't get all the information sure but if used constantly for everything (and it is) then I can make almost no "surprise events" or plot-twists because they will see them coming. That just makes things more boring. Anyways like you and other said it still should make noise so that does balance it out as it's not completely undetectable.

Can you give us some examples of "surprise events" or "plot-twists" that are being spoiled by the familiar?

Any human, orc, troll, beast, demon etc. Everything under the sun that is not weighing hundreds of tons gets pushed. If however Godzilla were to show up or maybe a more d&d example like Tiamat then no, I don't think a spell cast from a level 4 warlock can move it back 10 feet. Or let's take it to the extreme (since his whole argument was "no limitation is listed so there is none". If I were to create a creature that is a living mountain the size of Everest should that level 4 warlock be able to move it 10 feet? It just sounds absurd. Not to mention if something that heavy does move it would cause like an apocalyptic earthquake lol. Anyways what do you think?

As you are a newer DM, I encourage you to look at it from a different angle. You can clearly come up with reasons why repelling blast can't work on big creatures. What would be some reasons why it CAN work on big creatures? If you can think of even one (and you should be able to), then you should probably leave the invocation alone in my view.
 

Decorayah

First Post
If you're going to use tressyms, I strongly advise that you make it known that their presence is at least a possibility at a given adventure location prior to having one spot or take out the warlock's familiar. Perhaps an NPC tells a funny story about one of them or a merchant is shipping some over to the adventure location to fill an order. Whatever.

If you don't make it known up front, you're back into "gotcha" territory. Ostensibly, that is what the players are trying to avoid, so you won't do yourself any favors by suddenly springing invisibility-seeing, flying familiar killers into the campaign. You may end up with one or more unhappy players. If, however, you telegraph this up front, it will no longer be a "gotcha" and they can make decisions about what to do in the face of this new challenge.

Yep I agree. As I said - I'm trying to avoid forcing things just to counter them. I'll make it more connected to the story.
 

UnknownDyson

Explorer
Your point? How does it being a variant stop all the effects from applying?
The Variant Human is a Variant of the Human. I guess that means you don't get any of the regular Human stuff. Oh wait, it doesn't.

Being a Variant Familiar doesn't stop it being a Familiar. And Familiars are the summoner's choice of Fey, Fiend or Celestial, and obey any orders given to them.
You haven't really comprehended anything I've been saying since you first started posting, you can continue to obfuscate all you want as this will probably be my final reply to you. I am not interested in your opinion anymore. Variant human and human do not have the same ability scores so that is a false equivalency. Returning to the main point, the stat block speaks for itself.

"Variant: Familiar: The quasit can serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the Telepathic Bond."

Why would WOTC include this if it was to just be ignored? That is really confusing.

This is from the subclass

"You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its reaction."


So......maybe you don't agree with me, but I certainly am not making things up. Good day to you.
 
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Yunru

Banned
Banned
Returning to the main point, the stat block speaks for itself.

"Variant: Familiar: The quasit can serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the Telepathic Bond."

Why would WOTC include this if it was to just be ignored? That is really confusing.

Because that's for a Quasit to form a familiar bond with a master. Not for a Fey, Celestial or Fiend that assumes the form of a Quasit via Find Familiar.
I'm not obfuscating anything. The Find Familiar familiar is not a Quasit. It is a Fey, Celestial or Fiend in the form of a Quasit, with the statistics of a Quasit. Therefore the Variant doesn't apply.
 

If you're going to use tressyms, I strongly advise that you make it known that their presence is at least a possibility at a given adventure location prior to having one spot or take out the warlock's familiar. Perhaps an NPC tells a funny story about one of them or a merchant is shipping some over to the adventure location to fill an order. Whatever.

If you don't make it known up front, you're back into "gotcha" territory. Ostensibly, that is what the players are trying to avoid, so you won't do yourself any favors by suddenly springing invisibility-seeing, flying familiar killers into the campaign. You may end up with one or more unhappy players. If, however, you telegraph this up front, it will no longer be a "gotcha" and they can make decisions about what to do in the face of this new challenge.

Given how easy it is resummon a familiar the 'gotcha' factor is pretty low and will put a healthy bit of caution into using far-ranging familiars in the future.
 

iserith

Magic Wordsmith
Given how easy it is resummon a familiar the 'gotcha' factor is pretty low and will put a healthy bit of caution into using far-ranging familiars in the future.

Given how easy it is to insert one line of dialogue about tressyms being a possibility and thereby avoid the "gotcha" factor entirely, I don't see why I'd want to do it any other way! :)
 

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