I’m trying to figure out a ruling for something one of my players wants to do. They’re invisible, but they took a couple of seemingly non-attack actions that my gut says should break inviz.
Specifically, they dumped out a flask of oil, and then used a tinderbox to light it on fire. Using a tinderbox isn’t an attack, nor is emptying a flask, although they are actions , and the result of lighting something on fire both seems like an attack and something that would dispell inviz.
I know that as DM I can rule it however I want, but I’m fairly inexperienced and I don’t wanna go nerfing one of my players tools just because it feels yucky to me personally without understanding the implications.
Is this an attack or is there another justification for breaking inviz that is there some RAW clause I didn’t see? Or should this be allowed?
This is actually part of why I’m suggesting to think tactics instead of numbers. Wizards of the Coast have already done a lot of math to figure out good numbers for us in those modules, and a lot of the time they’re not wrong. It’s much easier in my opinion to make an encounter challenging by saying “this enemy doesn’t have a real health bar. You either have to figure out the puzzle or they just hit you once a turn and then fuck off when everyone else dies”
For example, if we’re in a cave and my very clever party runs into a group of goblins, I’m gonna throw a sneaky fella behind 3/4th cover on some ramparts with a slingshot. Oh, and the path to get up to the goblin is in the next room. He’s not a real threat, but boy is he annoying. There’s probably conveniently a rope that leads up there, a meathead can go climb it or someone clever could set the ramparts on fire. If they just ignore him, he’s gonna go take those stairs behind him and annoy them for the next encounter too
I really like that.
Although this is exactly what the familiar I’m trying to deal with is good at; I’ll have to think of something that fits the campaign aesthetics and is also able to counter an invisible flying nuisance lol. Maybe they’ll have to encounters more pact of the chain warlocks themselves lol
An invisible flying nuisance you say?
Stories of a dangerous telepath have made it around the kingdom. Some intelligent groups have realized that the telepath actually uses an invisible creature, and have created smoke traps and rope sensors to combat invisible forces, while other adversaries have chosen to enlist the help of more magic-oriented fighters to identify and nullify the threat. Mob-type enemies which tend to be less individually clever but effective in large groups have chosen to train close-combat more often, to diminish the benefits of the “telepath’s” long range. While this is partially effective, they often run into issues where the invisible hand can attack from behind.
This leaves room for them to be creative to get around the traps, or deal with the mages/bum-rush with a quick trick but can also be a hurdle if they don’t solve the individual puzzles in each encounter. You’ll still have to do a bit of thinking on how to restructure the encounters a little bit
I love it