No part of the description states that it ends when making an attack, or doing anything at all (besides losing concentration), so this would allow you or your familiar to remain invisible even after taking the Help action. Anything the target is wearing or carrying is invisible as long as it is on the target's person. You or a creature you touch becomes invisible until the spell ends. One possible way around this is to become invisible in a way that making an attack does not end the invisibility such as by the greater invisibility spell which states: One way around this is the greater invisibility spell The imp inside the bag of holding has 10 minutes of air as usual, according to the bag of holding description: Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. It is thus very likely that your GM would also say that the familiar's invisibility would end. Taking the Help action is not making an attack nor casting a spell so ordinarily taking the Help action would not end invisibility, but your GM has already ruled that it does. The spell ends for a target that attacks or casts a spell Note that your GM has already ruled that your Wizard's invisibility would end from taking the Help action however, looking at the invisibility spell we see the following: However, your GM has already made a very similar ruling to the contrary so I cannot say what your GM will allow a familiar to do Furthermore, no part of the Help action describes the Help action as an attack. Taking the Help action is not an attack, as it does not involve an attack roll whatsoever. Any equipment the imp wears or carries is invisible with it. Imp - Monster Stat Block » Dungeons & Dragons - DnD 5e Imp Diablotin Tiny fiend (devil, shapechanger), lawful evil Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). The question then, is whether or not the Help action ends the Imp's invisibility. Thus, an invisible familiar is able to take the Help action. Note, that there nothing says an ally is actually required to see the helper, nor that the helper be able to see their ally. This grants the first player advantage on their roll. A second player can declare that they’re helping with the task. Xanathars Guide Spellbook Cards D&D 5E RPG Dungeons and Dragons GF9. If one player in the party is attempting a task then the DM might call for a dice roll to determine whether they succeed. DnD Spell Cards for Every Class MEGA SPELLS BUNDLE d&d Spellbook Spell. If your ally attacks the target before your next turn, the first attack roll is made with advantage. In D&D 5E, the Help action is an ability all characters can use to aid their allies both in and out of combat. You feint, distract the target, or in some other way team up to make your ally's attack more effective. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. A nettling imp is capable of using this magic even while invisible, lowering the chance that their attempts to drive a target mad will bite them in the rear.An imp's invisibility does not end when taking the Help action ![]() With only a light touch, a nettling imp causes a creature to behave wildly, making them unpredictably and even uncharacteristically aggressive for a small moment. Nettling imps are gifted with magical charisma, and their most nefarious trick is the ability to drive other creatures to temporary madness. A nettling imp uses its gift of gab to try and convince other creatures to act in the imp’s best interest, whether by convincing them, intimidating them, or outright lying. However a nettling imp is far more clever than other imps, capable of deceit and trickery that will make even the most intelligent of creatures’ heads spin. A nettling imp is such a creature, sharing only the magical invisibility of their brethren, but lacking the stinging tail and shapeshifting. ![]() Most are gifted with a poisonous barbed tail and the ability to change their shape, but others make do with more subtle skills. I can only imagine the things I’d be able to do as a player with the nettling imp’s Provoke action.īy and far, imps are the most common of all devils, magically weak enough even to be summoned and coerced into serving as familiars for some spellcasters. Or, if you’re a player, maybe you’ll be able to convince your DM that you’re in need of a new familiar. Hopefully this will let you make a really interesting fight between some low-level players and a group of mischief-making devils. A variation on your standard Monster Manual imp.
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