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Silvery Barbs, how would you fix it? Does it need fixing?
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<blockquote data-quote="Dausuul" data-source="post: 8498505" data-attributes="member: 58197"><p>Pact of the Chain + Investment of the Chain Master, I think. You can get a sprite familiar, direct it to attack, and if it hits and the target fails the save, it inflicts the poisoned condition for 1 minute, which is disadvantage on attacks and ability checks. If it fails by 5 or more, it's knocked unconscious till it takes damage or someone wakes it up. Investment of the Chain Master lets you direct the sprite to attack as a bonus action and use your save DC instead of its own measly 10.</p><p></p><p>Of course, this requires:</p><p></p><p>a) a successful attack roll, <em>and</em></p><p>b) the monster failing a Con save, <em>and</em></p><p>c) the monster not being immune to poison, which is far and away the most common immunity, <em>and</em></p><p>d) putting your 2-hit-point familiar within 40 feet of the enemy* and making it visible,</p><p>e) when it isn't the familiar's turn, so it can't shoot and immediately zip away to safety.</p><p></p><p>It's a very strong pick for a chainlock, quite possibly the best available. But considering the attack roll and the Con save, you're only going to land it about 50% of the time at best, and keeping the familiar alive is a significant challenge.</p><p></p><p>Hey, want to sharply improve your chances of landing it? What if there was a low-level spell the party wizard could cast when the target made their Con save, which would both force them to re-roll the save and grant the sprite advantage on its <em>next</em> attack roll? Hmm... seems like I read about a spell like that somewhere...</p><p></p><p><span style="font-size: 12px">*Or 120 feet and disadvantage on the attack roll.</span></p></blockquote><p></p>
[QUOTE="Dausuul, post: 8498505, member: 58197"] Pact of the Chain + Investment of the Chain Master, I think. You can get a sprite familiar, direct it to attack, and if it hits and the target fails the save, it inflicts the poisoned condition for 1 minute, which is disadvantage on attacks and ability checks. If it fails by 5 or more, it's knocked unconscious till it takes damage or someone wakes it up. Investment of the Chain Master lets you direct the sprite to attack as a bonus action and use your save DC instead of its own measly 10. Of course, this requires: a) a successful attack roll, [I]and[/I] b) the monster failing a Con save, [I]and[/I] c) the monster not being immune to poison, which is far and away the most common immunity, [I]and[/I] d) putting your 2-hit-point familiar within 40 feet of the enemy* and making it visible, e) when it isn't the familiar's turn, so it can't shoot and immediately zip away to safety. It's a very strong pick for a chainlock, quite possibly the best available. But considering the attack roll and the Con save, you're only going to land it about 50% of the time at best, and keeping the familiar alive is a significant challenge. Hey, want to sharply improve your chances of landing it? What if there was a low-level spell the party wizard could cast when the target made their Con save, which would both force them to re-roll the save and grant the sprite advantage on its [I]next[/I] attack roll? Hmm... seems like I read about a spell like that somewhere... [SIZE=3]*Or 120 feet and disadvantage on the attack roll.[/SIZE] [/QUOTE]
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Silvery Barbs, how would you fix it? Does it need fixing?
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