@@RichMerry Yeah. What you could stack Genies Wrath with though, is the Draconic Sorcerers Elemental Affinity (Fire or Cold) for another Cha-Mod damage bonus. And for the Dao combo you could add the Crusher(UA) feat, to move the enemy another 5 feet because you are dealing bludgeoning damage.
play an aasimar and the extra damage from your angelic form will stack with it. So it would be your level plus your Proficiency bonus to damage. +3 at 1st level +26 at 20.
An important note is that when you go into your vessel, your vessel doesn't go anywhere. So your ring/urn/lamp will be there on the ground, and can be destroyed. It *also* can be carried away, meaning someone like a rogue or familiar can bring the ring with them and have you or your entire party infiltrate an area. Especially great with people that can fly/teleport, as it allows them to bring the party to otherwise inaccessible locations.
@@Iamstrad another possibility is to have long rests during traveling (especially handy for elves), in this case the vessel can be carried by your party member or the familiar. Basically have the imp in invisible mode, order him to follow the party and carry the vessel, in case of danger "wake me up" (you can hear surroundings from inside the vessel).
Another fantastic aspect of the vessel is that it can be used as a better Bag of Holding, too! Also, a Warlock who can have a short rest in just 10 minutes is great for replenishing spell slots.
Yeah true really good but just wondering I'm reading as the feature say you gain the benefit of a short rest if you say 10 minutes not that you are taking a short rest, I think theirs a rule where you can only take 2 short rest per long rest but would this feature bypass that rule, so the warlock gain more slots instead of just 2-6 spells per long rest, asking for a friend
Nope, there's not actual limit on short rest exept for the hours at day existing and while there a lapse of time in between where you do something 'not allowed' for a short rest, like doing a not-so-light activity taking an action of some sort, attacking, etc, anything normally not allowed as part of a rest will divede a longer rest into a shorter rest (need 1 hour min), but a short rest can last even like a long rest for the character, usually hapenning when players wanna take the day off but cant make a long rest since is allowed only once per day for the benefits, so all extra time is a longer short rest Still, having someone take your vessel for 10 minutes and getting out would benefit the whole party, a full spelled warlock is always useful
I played a campaign as an Air Genasi Warlock with a Genie pact. The genie in question was a Djinn that had only just reached the Noble rank. My DM decided that the Djinn in question was actually my character's biological father that had felt guilty that his job as one of the heads of the Elemental Plane of Air had taken all his time away from his family and this is his way of trying to make up for lost time (Full on Goofy Movie but magic). RP wise, it worked real well.
11:15 I love the idea of pulling a group of enemies hit with Mass Suggestion into the vessel (presuming it's a ring makes it easiest) & having an ally with a sling throw the ring straight up. Then once you stall out eject all the enemies & they take the falling damage & that same Ally catches the relatively light ring. That or a mage hand or flying ally take you up to do the same thing.
@@RichMerry pact of the tome and get find familiar anyways, and your caster can never loose their spellbook, as well as have great invocations like not needing to sleep. Having sending for free with any PC name in the book, or protecting them with spells in your book as collateral damage when they fall to 0.
@@magiofthoth but I'd rather have an inteligent familiar that can take a hit, use items like a wand of magic missiles and a ring of spell storing, have enough intelligence to make calls and also have shapechange and invisibility at will, plus invokations like gift of the ever living ones makes you basically a tank unless you get oneshot one kinda high level heal will always heal you for max. And there's another one for chainmaster making you able to give up your bonus action to give your familiar another action which means it could help someone else, just attack regularly or even administer a healing potion which it could easily carry. Lots of versatility plus the combination of a fully invisible raven that then changes into a spider that carries a ring into places, unless the DM makes it a point for your party to be seen then... Yeah you're the sneakiest class in the game. You can't do any of this awesome stuff with pact of the tome. I think yes it can do something that the other pact can do but not nearly as well. Also for a lock if you wanna mess up some stuff you could see and hear through your familiar, cast darkness on it and give it your action, bonus action, reaction and have it basically be a flying unkillable force of darkness with almost everything having disadvantage on it and resistance to basically every form of damage in the game. And casts using your spellcasting modifyer... And if something hits it with dispell magic... Or someone can see through magical darkness, It just goes invisible, turns into a spider or raven and escapes with some luck. All that takes is concentration second level spell, a minor ilusion for cover on your end and you being kidna voulnorable but chances are your party is close by.
@@crunchevo8974 yea pact of the tome is the 'nothing else really fits and I could use some funny cantrips without multiclassing' boon. The slight degree to which it can emulate the others is neat if you wanna kinda blend em all but it's not as good at any 1 thing as they are, it's the jack of all trades
Seaming works quite nice with short rest slots for the Warlock. You can start your day giving the entire party disguise self. This will naturally replace Mask of Many faces I think. Fantastic for infiltrating an enemy city for example. That 8 hour duration is nice. Also that level 6 feature is concentration less flight, so that cannot be understated in usefulness and survivability. The Dao genie's wrath will also work with the Crusher feat in Tasha's providing even more pushing and moving, we have a real Earth Bender here.
Hopefully there will be another video up soon covering the feats in Tasha’s Cauldron. Crusher is a great compliment to Genie and The Chef feat looks like it would work really well with the Bottled Respite feature as well.
The level 10 feature of genie warlock is indeed a leomunds tiny hut. However, if you use it in tandem with the warlock's find familiar pact (choosing the imp) you now have a mobile leomund's tiny hut that can travel up to your familiar's fly speed invisibly. You can use it as a spy tool to spy on things as a group, Get high ground vantage points, Bring your group up to the castle's open window where the big baddie resides. You can all also have safe long rests inside. If youre a warlock thats either making scrolls or preforming research, One of your team mates can carry you while you work on creating objects. The imagination is limitless with it. Id say this class is more utility than it is offensive. As the genie's wrath feature is only your proficiency mod that occurs one on each of your turns on a single attack roll. Limited wish has some options to it
The only issue ive come across in my own playthrough, is that the ring is a magic item with an extradimensional space, and a focus at that. This causes some great issues with having a bag of holding. The moment you put the wrong hand inside of the bag, or enter the ring with your bag on your person, you sign up for a magical detour to the Astral plane. The only seeable work around for this is that. You bring chests into your ring and put your items there. Its a cylinder with a 40-ft diameter, putting chests and furniture inside shouldnt be an issue. The only issue with that is you only have access to your ring one time a day, and if you lose your ring, you either go to great lengths to recover it. Or preform a ceremonial ritual for 1 hour to get your ring back, WITHOUT anything inside lf it.
@@Caonabo no. Bag of holding says “Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items” the vessel is not a listed item, nor is it a magical item at all. It’s a class feature. There is no interaction
@@epazote4204 Its a class feature that grants you a magical item. In the descriptive wording of the ring, as written in Tasha's Cauldron of Everything, it states the following: "Your patron gifts you *a magical vessel* that grants you a measure of the genie's power..." This defines it as a magic item regardless of the form it takes. Now moving onto bag of holdings wording from the Player's Handbook: "Placing a bag of holding inside an "extradimensional space created by a Heward's handy haversack, portable hole, *or similar item* instantly destroys both items and opens a gate to the Astral Plane..." With the information that is given, we realize that what the aformentioned feature for the genie lock does, is gives you a magic item with custom properties. It is still however a magic item, that holds an extradimensional space within it. And a bag of holding interacts with magical items similar to portable hole and handy haversack, hence the clause "*or similar to*". -If- the magical vessel had specific wording that has "*you cast a spell* to create a extradimensional space..." , as with Mordenkainen's Magnificent Mansion, or Rope Trick; then such an effect would not occur as it is a spell and not a magic item similar to that of a bag of holding, portable hole, or handy haversack. As for the description of the abilities themselves it is dictioned as follows: "As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel." In summary, it is a magical vessel (i.e. magic item) that operates similarly to bag of holding. It can be detected as a magic item as well, for the purposes of detect magic. It is not a spell that is cast, but a item imbued with a magic property that is in constant effect. As such, it follows the same downfalls and effects as any other magic item when in antimagic field as well as magic item interactions that contain an extradimensional space. If you wish to homebrew differently, anyone is welcome to.
@@Caonabo again, it is NOT a magic item, NOR is the space inside the ring an extradimensional(operative word here) space, that’s just how you get there. it is a feature gained from an ability, it does not work like other extra dimensional spaces at all, you do not suffocate in the space, the vessel is just functionally a demiplane and your bag definitely doesn’t implode in one so it shouldn’t apply here, and you cannot exploit it like you can other extradimensional spaces because you can only use it once a day
@@epazote4204 ive given you exerpts from the official books, where they state that the interior of the vessel is an extra dimensional space. As well as your patron "gifting you a magical vessel". If you want to ignore those parts of the exerpts, as i said earlier, feel free to homebrew and allow what you will, but the official printings state as such. Going between RAW and RAI is moot. As the rule books are more of a guidlines, but RAW has been pretty indicative of stating similar item, and that this feature is pretty much your patron gifting you a magical object. From DMG p. 246 (which, by the way, is where Crawford tells us to look at if we want to see "What counts as an object in D&D") or here in the DM's basic rules: "For the purpose of these rules, an object is a discrete, *inanimate item* like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects." So yes the Magical Vessel, is an object that is an inanimate item. As it it magical in nature that makes this a magic item by the definitions set forth by tasha's description of labeling this magical vessel as a tiny object. Please read more before trying to sus out loopholes.
The biggest question I had was the part in the power rankings you said that the Fire and Water Genie are getting lower leveled spells. While at all points they all get the same level of spells
Pack of the chain with the imp and the vessel are awesome. How about your familiar turns invisible and flys you in your vessel where ever you want to go.
@@RichMerry give the imp the vessel and hide him somewhere. Things go bad teleport the party to the vessel.and sneak away. So many things you can do with the familiar and the vessel.
Finding greater steed is a good thing you can get with limited wish, when you are just having a few peaceful days with your party, where you risk not having limited wish
I'm doing a "no spells needed for damage" build by taking Pact of the Blade, and stacking the invocations Improved Pact Weapon and Thirsting Blade. The pact weapon will be most often a longbow -- took high elf for the bow proficiency and dex. bonus (and also they can complete Trance in the vessel from level one). You can stack this with Hex if you like, and it also stacks with Genie's Wrath. My warlock is for a pirate-themed exploration campaign, so it's nice to know that the utility spells like Create Food and Water will come in handy. I also took the Marid patron (mostly for flavor reasons, because we're spending the majority of the campaign island-hopping by boat... so a lot of time on the ocean), and Control Weather might save our ship someday if there's a storm.
This is worse then hex blade for a dip but for full warlock it is arguably the best one especially when combined with pact of chain. So many shenanigans you can do with your vessel and familiar. For stealth mission you’re unmatched even by a rogue . Plus magic and at higher levels you have a mini wish in your back pocket whenever the situation seems dire. Not to mention you’re a warlock that gets the wish spell. It’s a subclass that really expands what the warlock can do both in and out of combat. I think with a creative player this is an S tier
If your looking for ways to use sanctuary vessel I’m pretty sure you regain all your spells upon a short rest as warlock so having the ability to have a short rest in ten minutes is insane
I noticed 2 problems but the rest was great. 1st the elemental damage yoh can do can only be applied to 1 attack so it dosent scale with EB once you get to 5th lv. 2nd limited wish is restricted to spells that have a casting time of 1 action so contingency dosent work.
You still have your normal spells at 6 7 8 and 9 wish. You get wish what's left. I could rule almost any where I want. Be the richest most fantastic person alive once I get wish. I have a way around the rule and it will never cause me or any living person to ever lose the ability to cast spells. I would get unlimited wishes
The 1/LR limitation on Bottled Respite means that the vessel is of limited use as a bag of holding, but it's still pretty nice for role-playing stuff-- you can make a luxurious portable penthouse, an appealing way to spend your gold. The strongest in-game uses-- portable glyphs, or filling it full of explosives or corrosives and destroying the bottle with a ranged attack-- are probably too cheesy to get away with in most games.
Correction: There is no difference in the Spell Level the different genies get at 3rd level. Burning Hands and Fog Cloud are not Cantrips. Scorching Ray and Blur are not 1st Level Spells. They all get a 1st, 2nd, 3rd, 4th and 5th level spell to choose from.
There was a bit of confusion when I was going through the spells but overall I think the spell lists are pretty robust and allow the player some freedom with creativity and character design.
One thing I want to point out: Elves only need to sleep for 4 hours, they still need 8 hours for a long rest. Other races, including humans, need to sleep for 6 hours during a long rest. This is mentioned in the PHB.
I love the Genie Warlock because it lets you build super heroes/villains. I recently used 1 level of Storm Sorcerer and the rest Djinni Warlock to create an Air Bender ala Legend of Kora (Zaheer). Combined a Mountain Dwarf with Rune Knight and Dao to build a Viking Cloud Giant. It’s probably the most fun Warlock patron in 5e so far.
I'm thinking a good multiclass with this will be Djinnilock/Swashbuckler. Split 11/9 as described above would grant you access to the flight without concentration and greater invisibility, combined with Panache and the other swashbuckler features would make you incredibly hard and difficult to hit. You'd also be able to more effectively use Seeming for infiltration I feel with the rogue levels. I'm super excited to try this subclass out in general really
first off, thank you so much! My fiancé and I have been talking just today about the Genie subclass because i am thinking of dipping into warlock in our campaign! Secondly thanks for such a detailed and easy to understand! gained a new sub today
Everyone saying "find familiar" but forget the other inclusion from TCE at the same time and i think is thought on this pact: the talisman You could make that your talisman IS your vessel, since the object is given by your patron, so, it can be both and replaceced at the same time if destroyed, which with the lv12 invocation allow you to teleport to the person with the talisman or even protect the person or creature wearing it, you coul even give it as a gift for someone to spy, or get a partner to do it for you, but get inside your vessel first so you can get to an enemy base, escorted by the enemy himself Talisman x genie works very good, still, other pacts are good too, no need of you having the familiar, it can be another party member familiar or pet Now, heres an idea, you get your extradimensional powers from the genie, which come from the plane between planes, so you multiclass into ranger horizon walker, you are a planeswalker and your boss is a cresture from inbetween the planes, maybe wonderland where logic didnt work The lv3 extra damage from the horizon walker at first hit + genie extra damage on first hit + hubtersmark/favored foe combine perfectly And if wanting more planewalker powers, combine ranger into level 11, where you can teleport at will before each attack, or get warlok inte getting Far Step, for a longer teleport each round (lv 10, so no ranger lv11 for this one)
To me, Seeming's best use is infiltration. Think of it like Mass Disguise Self, where you can now have the entire party pose as allies to an enemy group to allow the party to get into places they'd have difficulty getting into as a group otherwise.
Bonus damage is "once" per turn which means one of your eldritch blasts gets the bonus damage. Not all of them, but if your DM is so inclined you are now the main damage dealer of the party.
No matter what else happens by the time I get the wish spell I get unlimited wishes. I have a perfect plan for it and it can't cause me or any living being to lose the ability to cast magic. And it's totally legal in any setting.
Something I pulled on the party was the 4 of us & an NPC hiding in my ring (vessel) while my imp was flying while invisible. When a teammate rolled insight & realised the NPC was bullshitting us, he attacked us. I ejected everyone outside the vessel after casting flight on my teammates while the imp was 100 feet in the air. NPC fell to his death & the DM went red in the face.
Nice! keep up the good work and well done on another great video. One thing I noticed though was that at about 10:00 when you were talking about the Genies wrath feature, you said that the damage will increase exponentially once you get more levels due to eldritch blast having multiple attacks, but I think you may have missed that it only applies the damage once per turn. Unless you were referring to the fact that you have more chances to hit.
Your right, it was a slip up on my part. It’s still nice to get some extra damage marshmallows on the metaphorical hot chocolate that is Eldritch blast.
@@RichMerry oh absolutely, and it scales with level which is a nice touch. All in all I think its still a great ability, you can use it once per turn, but you can use it every turn, and I think its still very effective in general. And with multiple attack rolls from eldritch blast, you have a lot of chances to hit and get the extra damage
Check out my other Warlock guides in this playlist th-cam.com/play/PLcJxbxz7P6i0IUJMtL8oX_D2fwEdPik4W.html I'm currently designing my own Dungeons & Dragons compatible subclass book, check out the behind the scenes video: th-cam.com/video/AMvQNtJZM9w/w-d-xo.html Check out some of my other subclass reviews in this playlist th-cam.com/play/PLcJxbxz7P6i3sM5I2igJJTH1D7RivAto4.html Stay safe and Enjoy the Video! EDIT: Thanks to the viewers leaving comments and fact-checking there are some addendum. The elemental damage can only apply once a turn. Control water is the misprinted spell, not control weather.
Hey great video this is a great class and it gave me alot of ideas but Sadly limited wish is more limited then i would like with it being only spells that a casting time of one action so spells like contingency and wind walk which require a casting time of 10 minutes can't work with limited wish really bummed me out when I noticed that
It's just a matter of choosing the right spell, a clerics level 6 heal spell takes one action and heals 70 HP. That could be a life saver. The big thing is that it can come from ANY spell list, so while you have to research casting times you get a huge selection to choose from, you just have to write down the ones the best fit your character; the ones he or she would think of.
Hey, would you mind making a necromancy guide? I just started my first campaign as one going down the "frigid" path. Would love a breakdown to help get more familiar
I would love to make a video about the different wizard schools. Short comment tips are... Your keystone ability is at 6th level, so it’s all about working towards that. Find familiar (1st) and dragons breath (2nd) is a good combo at level 3. The sapping sting cantrip from the explorers guide to wildmount is great for disabling an enemy. Also false life is a good defence spell to take.
annoying thing about Genie's Wrath is that it only keys off an attack roll -- so if you were tempted to ever use something BESIDES EB with a warlock, well, sorry about that
Hey i really liked your video! One note tho, is that trance ability makes it so the character only needs to trance for 4 hours, being fully awake for the other 4, but they still need to take the full 8 hours to get the benefits of the long rest
“Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.” From the players handbook dnd.wizards.com/articles/features/rules-answers-september-2015 Does the Trance trait allow an elf to finish a long rest in 4 hours? The intent is no. The Trance trait does let an elf meditate for 4 hours and then feel the way a human does after sleeping for 8 hours, but that isn’t intended to shorten an elf’s long rest. A long rest is a period of relaxation that is at least 8 hours long. It can contain sleep, reading, talking, eating, and other restful activity. Standing watch is even possible during it, but for no more than 2 hours; maintaining heightened vigilance any longer than that isn’t restful. In short, a long rest and sleep aren’t the same thing; you can sleep when you’re not taking a long rest, and you can take a long rest and not sleep. Here’s what this all means for an elf. An elf can spend 4 hours in a trance during a long rest and then has 4 additional hours of light activity. While an elf’s companions are snoozing, the elf can be awake and engaged in a variety of activities, including carving a lovely trinket, composing a sonnet, reading a tome of ancient lore, attempting to remember something experienced centuries before, and keeping an eye out for danger. The Trance trait is, ultimately, meant to highlight the otherworldly character of elves, not to give them an edge in the game. That all said, if you’re the DM and you decide to let Trance shorten an elf’s long rest, you’re not going to break the game. You are making a world-building choice if you do so. You’re deciding that elves, on a global scale, are ready to reenter a fight before anyone else, that they heal faster than most humanoids, and that they regain their magical energy faster. Such a choice would make sense in a world where elves are the dominant race, where they not only live longer than others, but also recover faster” So you can get the benefit of a full long rest if you rest for 4 consecutive hours, but it’s up to the Dm if the trance is just for roleplay or if it has mechanical consequences. I hope that answers your question.
Should make an elf character with 9 levels of sorcerer and 11 levels of this to start every day with 77 5th level spell slots. probably less powerful overall then having access to 9th level spells but it'd be a pretty funny gimmick
Do you get those extra spells, or rather, you have access to them, so you can chose to have them? Am I understanding it wrong .. plus, dndBeyond is not assigning your warlocks the spells in this way.
In case you never got the answer: Warlocks have "Expanded Spell Lists" They dont get the spells for free. You choose them as if they were on the Warlock Spell List to choose from.
Your not the first person to correct my pronunciation lol. I was unsure when making the video on how to say the name but I wanted to make the video to my schedule. I’ve since learned about dndbeyond and there pronunciation snippets in the stat block pages.
@@RichMerry I mean, I get that some may see the G and not immediately think that that G would be soft like in genie... you know, since Genasi are descendent from genies... But I think you might be the first person I’ve ever heard to treat the A as silent... that had me rewinding to double check if I’d just misheard you.
2 notes early on bc you showed some massive misunderstandings of warlocks: their spell slots are not mainly for utility, with so few and always up casting you absolutely want things that scale up and ideally last a whole combat but you aren't gonna use spells like misty step or detect magic past their proper level or with your pact slots when u could gain them in another way. Pact slots are for upcastable damage spells, on level combat utility, and buffs that last all combat or longer, like hex. Furthermore the wish spell on the spell list. That is FAR from a cornerstone or keystone ability, to the extent that I have to question if you know what those terms MEAN. wish is a trap spell. As you cannot use your lv 9 spell 'slot' (mystic Arcanum) for anything other than your selected 1 spell of 9th level and you can only switch these things out on levelup, if you get a wish backfire that disables you from ever casting it again, youre now a high level caster who's effectively had their 9th level slot DELETED. no warlock should EVER take wish.
that's some thicc genie propaganda. Now, for that Seeming spell. It lasts 8 hour with no concentration, a lot of time for social shenanigans. can also put it on you familiar and speak through it, maybe with actor perk.
Keep in mind that Genies Wrath only works once per turn, so it does not stack with the multiple hits from eldritch blast.
Your right, that was a slip up on my part. It’s still giving your extra damage, so that’s a nice little cherry on top.
@@RichMerry Yeah. What you could stack Genies Wrath with though, is the Draconic Sorcerers Elemental Affinity (Fire or Cold) for another Cha-Mod damage bonus. And for the Dao combo you could add the Crusher(UA) feat, to move the enemy another 5 feet because you are dealing bludgeoning damage.
play an aasimar and the extra damage from your angelic form will stack with it. So it would be your level plus your Proficiency bonus to damage. +3 at 1st level +26 at 20.
@@Tomrash dude crusher is a official feet now.
Great video. No nonsense layout of the properties and applications. Simple is good.
An important note is that when you go into your vessel, your vessel doesn't go anywhere. So your ring/urn/lamp will be there on the ground, and can be destroyed.
It *also* can be carried away, meaning someone like a rogue or familiar can bring the ring with them and have you or your entire party infiltrate an area. Especially great with people that can fly/teleport, as it allows them to bring the party to otherwise inaccessible locations.
Have pact of chain and your invisible Imp familiar can both pick up and wear the ring with you inside it...
Exactly, chain pact all the way. Your familar can both protect and guard you.
@@Iamstrad another possibility is to have long rests during traveling (especially handy for elves), in this case the vessel can be carried by your party member or the familiar. Basically have the imp in invisible mode, order him to follow the party and carry the vessel, in case of danger "wake me up" (you can hear surroundings from inside the vessel).
Pact of the chain + imp + Invisibility
Another fantastic aspect of the vessel is that it can be used as a better Bag of Holding, too! Also, a Warlock who can have a short rest in just 10 minutes is great for replenishing spell slots.
Yeah true really good but just wondering I'm reading as the feature say you gain the benefit of a short rest if you say 10 minutes not that you are taking a short rest, I think theirs a rule where you can only take 2 short rest per long rest but would this feature bypass that rule, so the warlock gain more slots instead of just 2-6 spells per long rest, asking for a friend
Nope, there's not actual limit on short rest exept for the hours at day existing and while there a lapse of time in between where you do something 'not allowed' for a short rest, like doing a not-so-light activity taking an action of some sort, attacking, etc, anything normally not allowed as part of a rest will divede a longer rest into a shorter rest (need 1 hour min), but a short rest can last even like a long rest for the character, usually hapenning when players wanna take the day off but cant make a long rest since is allowed only once per day for the benefits, so all extra time is a longer short rest
Still, having someone take your vessel for 10 minutes and getting out would benefit the whole party, a full spelled warlock is always useful
@@FarothFuin I'm actually currently in a party with TWO warlocks...
I played a campaign as an Air Genasi Warlock with a Genie pact. The genie in question was a Djinn that had only just reached the Noble rank. My DM decided that the Djinn in question was actually my character's biological father that had felt guilty that his job as one of the heads of the Elemental Plane of Air had taken all his time away from his family and this is his way of trying to make up for lost time (Full on Goofy Movie but magic). RP wise, it worked real well.
OMG NO WAY IM PLAYING AN AIR GENASI DJIN WARLOCK WHOS PATRON IS THEIR UNCLE :0
Yo these are great character ideas mind if I take inspiration from them?
11:15 I love the idea of pulling a group of enemies hit with Mass Suggestion into the vessel (presuming it's a ring makes it easiest) & having an ally with a sling throw the ring straight up. Then once you stall out eject all the enemies & they take the falling damage & that same Ally catches the relatively light ring. That or a mage hand or flying ally take you up to do the same thing.
You could use a pact of the chain familiar to fly up pretty high with that idea.
@@RichMerry pact of the tome and get find familiar anyways, and your caster can never loose their spellbook, as well as have great invocations like not needing to sleep. Having sending for free with any PC name in the book, or protecting them with spells in your book as collateral damage when they fall to 0.
@@magiofthoth but I'd rather have an inteligent familiar that can take a hit, use items like a wand of magic missiles and a ring of spell storing, have enough intelligence to make calls and also have shapechange and invisibility at will, plus invokations like gift of the ever living ones makes you basically a tank unless you get oneshot one kinda high level heal will always heal you for max. And there's another one for chainmaster making you able to give up your bonus action to give your familiar another action which means it could help someone else, just attack regularly or even administer a healing potion which it could easily carry. Lots of versatility plus the combination of a fully invisible raven that then changes into a spider that carries a ring into places, unless the DM makes it a point for your party to be seen then... Yeah you're the sneakiest class in the game.
You can't do any of this awesome stuff with pact of the tome. I think yes it can do something that the other pact can do but not nearly as well.
Also for a lock if you wanna mess up some stuff you could see and hear through your familiar, cast darkness on it and give it your action, bonus action, reaction and have it basically be a flying unkillable force of darkness with almost everything having disadvantage on it and resistance to basically every form of damage in the game. And casts using your spellcasting modifyer...
And if something hits it with dispell magic... Or someone can see through magical darkness, It just goes invisible, turns into a spider or raven and escapes with some luck. All that takes is concentration second level spell, a minor ilusion for cover on your end and you being kidna voulnorable but chances are your party is close by.
@@crunchevo8974 yea pact of the tome is the 'nothing else really fits and I could use some funny cantrips without multiclassing' boon. The slight degree to which it can emulate the others is neat if you wanna kinda blend em all but it's not as good at any 1 thing as they are, it's the jack of all trades
I think if I tried to do that my DM would strangle me
These videos are an asmr experience for me
Thanks for the compliment dude. 👍
Yeah I agree
Same
I love the flavor of the class so much. This will be the first character I make.
The Marid spell list has Control Water, not Control Weather. Which makes sense, given the nature of your patron there.
Seaming works quite nice with short rest slots for the Warlock. You can start your day giving the entire party disguise self. This will naturally replace Mask of Many faces I think. Fantastic for infiltrating an enemy city for example. That 8 hour duration is nice.
Also that level 6 feature is concentration less flight, so that cannot be understated in usefulness and survivability. The Dao genie's wrath will also work with the Crusher feat in Tasha's providing even more pushing and moving, we have a real Earth Bender here.
Hopefully there will be another video up soon covering the feats in Tasha’s Cauldron. Crusher is a great compliment to Genie and The Chef feat looks like it would work really well with the Bottled Respite feature as well.
The level 10 feature of genie warlock is indeed a leomunds tiny hut. However, if you use it in tandem with the warlock's find familiar pact (choosing the imp) you now have a mobile leomund's tiny hut that can travel up to your familiar's fly speed invisibly. You can use it as a spy tool to spy on things as a group, Get high ground vantage points, Bring your group up to the castle's open window where the big baddie resides.
You can all also have safe long rests inside. If youre a warlock thats either making scrolls or preforming research, One of your team mates can carry you while you work on creating objects.
The imagination is limitless with it. Id say this class is more utility than it is offensive. As the genie's wrath feature is only your proficiency mod that occurs one on each of your turns on a single attack roll.
Limited wish has some options to it
The only issue ive come across in my own playthrough, is that the ring is a magic item with an extradimensional space, and a focus at that. This causes some great issues with having a bag of holding. The moment you put the wrong hand inside of the bag, or enter the ring with your bag on your person, you sign up for a magical detour to the Astral plane.
The only seeable work around for this is that. You bring chests into your ring and put your items there. Its a cylinder with a 40-ft diameter, putting chests and furniture inside shouldnt be an issue.
The only issue with that is you only have access to your ring one time a day, and if you lose your ring, you either go to great lengths to recover it. Or preform a ceremonial ritual for 1 hour to get your ring back, WITHOUT anything inside lf it.
@@Caonabo no. Bag of holding says “Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items” the vessel is not a listed item, nor is it a magical item at all. It’s a class feature. There is no interaction
@@epazote4204
Its a class feature that grants you a magical item.
In the descriptive wording of the ring, as written in Tasha's Cauldron of Everything, it states the following:
"Your patron gifts you *a magical vessel* that grants you a measure of the genie's power..."
This defines it as a magic item regardless of the form it takes.
Now moving onto bag of holdings wording from the Player's Handbook:
"Placing a bag of holding inside an "extradimensional space created by a Heward's handy haversack, portable hole, *or similar item* instantly destroys both items and opens a gate to the Astral Plane..."
With the information that is given, we realize that what the aformentioned feature for the genie lock does, is gives you a magic item with custom properties. It is still however a magic item, that holds an extradimensional space within it. And a bag of holding interacts with magical items similar to portable hole and handy haversack, hence the clause "*or similar to*".
-If- the magical vessel had specific wording that has "*you cast a spell* to create a extradimensional space..." , as with Mordenkainen's Magnificent Mansion, or Rope Trick; then such an effect would not occur as it is a spell and not a magic item similar to that of a bag of holding, portable hole, or handy haversack.
As for the description of the abilities themselves it is dictioned as follows:
"As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel."
In summary, it is a magical vessel (i.e. magic item) that operates similarly to bag of holding. It can be detected as a magic item as well, for the purposes of detect magic. It is not a spell that is cast, but a item imbued with a magic property that is in constant effect. As such, it follows the same downfalls and effects as any other magic item when in antimagic field as well as magic item interactions that contain an extradimensional space.
If you wish to homebrew differently, anyone is welcome to.
@@Caonabo again, it is NOT a magic item, NOR is the space inside the ring an extradimensional(operative word here) space, that’s just how you get there. it is a feature gained from an ability, it does not work like other extra dimensional spaces at all, you do not suffocate in the space, the vessel is just functionally a demiplane and your bag definitely doesn’t implode in one so it shouldn’t apply here, and you cannot exploit it like you can other extradimensional spaces because you can only use it once a day
@@epazote4204 ive given you exerpts from the official books, where they state that the interior of the vessel is an extra dimensional space. As well as your patron "gifting you a magical vessel". If you want to ignore those parts of the exerpts, as i said earlier, feel free to homebrew and allow what you will, but the official printings state as such.
Going between RAW and RAI is moot. As the rule books are more of a guidlines, but RAW has been pretty indicative of stating similar item, and that this feature is pretty much your patron gifting you a magical object.
From DMG p. 246 (which, by the way, is where Crawford tells us to look at if we want to see "What counts as an object in D&D") or here in the DM's basic rules:
"For the purpose of these rules, an object is a discrete, *inanimate item* like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects."
So yes the Magical Vessel, is an object that is an inanimate item. As it it magical in nature that makes this a magic item by the definitions set forth by tasha's description of labeling this magical vessel as a tiny object.
Please read more before trying to sus out loopholes.
The biggest question I had was the part in the power rankings you said that the Fire and Water Genie are getting lower leveled spells. While at all points they all get the same level of spells
Pack of the chain with the imp and the vessel are awesome. How about your familiar turns invisible and flys you in your vessel where ever you want to go.
That’s a great idea, they could sneak your whole party anywhere the imp could go. It almost sounds like a Jojo character.
@@RichMerry give the imp the vessel and hide him somewhere. Things go bad teleport the party to the vessel.and sneak away. So many things you can do with the familiar and the vessel.
@@CPA1535 sadly won’t work as you need to be touching it
@@forbiddeneclipsevloggingmo9750 you could just have it be close to you pull everyone in and have the ring in it's hand too.
Finding greater steed is a good thing you can get with limited wish, when you are just having a few peaceful days with your party, where you risk not having limited wish
Nvm, it has a casting time of 10 minutes
If you DM is generous you could have a stable in your genie lamp, lantern or hydroflask.
I'm doing a "no spells needed for damage" build by taking Pact of the Blade, and stacking the invocations Improved Pact Weapon and Thirsting Blade. The pact weapon will be most often a longbow -- took high elf for the bow proficiency and dex. bonus (and also they can complete Trance in the vessel from level one). You can stack this with Hex if you like, and it also stacks with Genie's Wrath.
My warlock is for a pirate-themed exploration campaign, so it's nice to know that the utility spells like Create Food and Water will come in handy. I also took the Marid patron (mostly for flavor reasons, because we're spending the majority of the campaign island-hopping by boat... so a lot of time on the ocean), and Control Weather might save our ship someday if there's a storm.
Just made a Tiefling Genie (djinni) warlock, really excited about these options and going forward with this character.
Lol Copycat!! Out of curiosity, what pact did you go? Struggling between Chain and Tome
This is worse then hex blade for a dip but for full warlock it is arguably the best one especially when combined with pact of chain. So many shenanigans you can do with your vessel and familiar. For stealth mission you’re unmatched even by a rogue . Plus magic and at higher levels you have a mini wish in your back pocket whenever the situation seems dire. Not to mention you’re a warlock that gets the wish spell. It’s a subclass that really expands what the warlock can do both in and out of combat. I think with a creative player this is an S tier
I totally agree. The longer I leave this video the more I grow to appreciate the Genie Subclass.
If your looking for ways to use sanctuary vessel I’m pretty sure you regain all your spells upon a short rest as warlock so having the ability to have a short rest in ten minutes is insane
Especially if you have a party like mine who's straight Warlock, lol.
I noticed 2 problems but the rest was great.
1st the elemental damage yoh can do can only be applied to 1 attack so it dosent scale with EB once you get to 5th lv.
2nd limited wish is restricted to spells that have a casting time of 1 action so contingency dosent work.
Good catch, I didn’t notice the contingency restriction.
You still have your normal spells at 6 7 8 and 9 wish. You get wish what's left. I could rule almost any where I want. Be the richest most fantastic person alive once I get wish. I have a way around the rule and it will never cause me or any living person to ever lose the ability to cast spells. I would get unlimited wishes
Hey, I appreciate your vids. That always seem so well written and edited.
Thanks dude, I’m glad you enjoy them.
The 1/LR limitation on Bottled Respite means that the vessel is of limited use as a bag of holding, but it's still pretty nice for role-playing stuff-- you can make a luxurious portable penthouse, an appealing way to spend your gold. The strongest in-game uses-- portable glyphs, or filling it full of explosives or corrosives and destroying the bottle with a ranged attack-- are probably too cheesy to get away with in most games.
Correction:
There is no difference in the Spell Level the different genies get at 3rd level. Burning Hands and Fog Cloud are not Cantrips. Scorching Ray and Blur are not 1st Level Spells.
They all get a 1st, 2nd, 3rd, 4th and 5th level spell to choose from.
There was a bit of confusion when I was going through the spells but overall I think the spell lists are pretty robust and allow the player some freedom with creativity and character design.
One thing I want to point out: Elves only need to sleep for 4 hours, they still need 8 hours for a long rest. Other races, including humans, need to sleep for 6 hours during a long rest. This is mentioned in the PHB.
I think that has ben debunked, and that was a phb errata. So elf complete long rest in 4 hours.
@@maurosalazar5632 Hm... It has simultaneously been errata'd to only take the sleeping time and also been described as still taking the full 8 hours.
I love the Genie Warlock because it lets you build super heroes/villains. I recently used 1 level of Storm Sorcerer and the rest Djinni Warlock to create an Air Bender ala Legend of Kora (Zaheer). Combined a Mountain Dwarf with Rune Knight and Dao to build a Viking Cloud Giant. It’s probably the most fun Warlock patron in 5e so far.
I'm thinking a good multiclass with this will be Djinnilock/Swashbuckler. Split 11/9 as described above would grant you access to the flight without concentration and greater invisibility, combined with Panache and the other swashbuckler features would make you incredibly hard and difficult to hit. You'd also be able to more effectively use Seeming for infiltration I feel with the rogue levels. I'm super excited to try this subclass out in general really
There have been a few good sailing themed subclasses coming up recently, sounds like a great reason have a nautical campaign.
I know it's just a typo, but "Ornate Lanturn" really made me think of a pimped out pokemon. Gave me a good hearty chuckle. Thanks for that :)
first off, thank you so much! My fiancé and I have been talking just today about the Genie subclass because i am thinking of dipping into warlock in our campaign! Secondly thanks for such a detailed and easy to understand! gained a new sub today
Everyone saying "find familiar" but forget the other inclusion from TCE at the same time and i think is thought on this pact: the talisman
You could make that your talisman IS your vessel, since the object is given by your patron, so, it can be both and replaceced at the same time if destroyed, which with the lv12 invocation allow you to teleport to the person with the talisman or even protect the person or creature wearing it, you coul even give it as a gift for someone to spy, or get a partner to do it for you, but get inside your vessel first so you can get to an enemy base, escorted by the enemy himself
Talisman x genie works very good, still, other pacts are good too, no need of you having the familiar, it can be another party member familiar or pet
Now, heres an idea, you get your extradimensional powers from the genie, which come from the plane between planes, so you multiclass into ranger horizon walker, you are a planeswalker and your boss is a cresture from inbetween the planes, maybe wonderland where logic didnt work
The lv3 extra damage from the horizon walker at first hit + genie extra damage on first hit + hubtersmark/favored foe combine perfectly
And if wanting more planewalker powers, combine ranger into level 11, where you can teleport at will before each attack, or get warlok inte getting Far Step, for a longer teleport each round (lv 10, so no ranger lv11 for this one)
My question is. How do you have this info about Tashas without it being out? Thanks for your time and have the best day.
This info was released in the official dnd 2020 celebration a short while back. It was buried in between live streams on the website.
To me, Seeming's best use is infiltration. Think of it like Mass Disguise Self, where you can now have the entire party pose as allies to an enemy group to allow the party to get into places they'd have difficulty getting into as a group otherwise.
Bonus damage is "once" per turn which means one of your eldritch blasts gets the bonus damage. Not all of them, but if your DM is so inclined you are now the main damage dealer of the party.
No matter what else happens by the time I get the wish spell I get unlimited wishes. I have a perfect plan for it and it can't cause me or any living being to lose the ability to cast magic. And it's totally legal in any setting.
Something I pulled on the party was the 4 of us & an NPC hiding in my ring (vessel) while my imp was flying while invisible. When a teammate rolled insight & realised the NPC was bullshitting us, he attacked us. I ejected everyone outside the vessel after casting flight on my teammates while the imp was 100 feet in the air. NPC fell to his death & the DM went red in the face.
Great video! I subscribed right away😬
Contingency has a casting time of 10 minutes and therefore is not an option for the Limited Wish ability.
Seeming with the urn means shadow clone and pairs nicely with talisman or chian path.
Nice! keep up the good work and well done on another great video. One thing I noticed though was that at about 10:00 when you were talking about the Genies wrath feature, you said that the damage will increase exponentially once you get more levels due to eldritch blast having multiple attacks, but I think you may have missed that it only applies the damage once per turn. Unless you were referring to the fact that you have more chances to hit.
Your right, it was a slip up on my part. It’s still nice to get some extra damage marshmallows on the metaphorical hot chocolate that is Eldritch blast.
@@RichMerry oh absolutely, and it scales with level which is a nice touch. All in all I think its still a great ability, you can use it once per turn, but you can use it every turn, and I think its still very effective in general. And with multiple attack rolls from eldritch blast, you have a lot of chances to hit and get the extra damage
Seeming plus mass suggestion = fun
Fog Cloud pretty much neutralizes advantage or disadvantage unless you have blindsight, so your rogue would probably HATE you for casting that
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EDIT: Thanks to the viewers leaving comments and fact-checking there are some addendum.
The elemental damage can only apply once a turn.
Control water is the misprinted spell, not control weather.
I really love your content (have only just started watching) and I (after this video) am playing a djin air genasi genielock
Hey great video this is a great class and it gave me alot of ideas but Sadly limited wish is more limited then i would like with it being only spells that a casting time of one action so spells like contingency and wind walk which require a casting time of 10 minutes can't work with limited wish really bummed me out when I noticed that
It's just a matter of choosing the right spell, a clerics level 6 heal spell takes one action and heals 70 HP. That could be a life saver. The big thing is that it can come from ANY spell list, so while you have to research casting times you get a huge selection to choose from, you just have to write down the ones the best fit your character; the ones he or she would think of.
Hey, would you mind making a necromancy guide? I just started my first campaign as one going down the "frigid" path. Would love a breakdown to help get more familiar
I would love to make a video about the different wizard schools. Short comment tips are...
Your keystone ability is at 6th level, so it’s all about working towards that. Find familiar (1st) and dragons breath (2nd) is a good combo at level 3. The sapping sting cantrip from the explorers guide to wildmount is great for disabling an enemy. Also false life is a good defence spell to take.
I actually started out at a grave warden at lvl 1 so pretty much started as a necromancer. I chose the path of the frigid
@@RichMerry Is the wizard necromancer actually viable now? I remember you used to want to go cleric for the best power over undead kind.
Love this patron losts of flavors!
I think you can use the level ten ability for group infiltration right?
annoying thing about Genie's Wrath is that it only keys off an attack roll -- so if you were tempted to ever use something BESIDES EB with a warlock, well, sorry about that
I find with the warlock the cantrips are the main spells and the leveled spells are just utility most of the time.
Hey i really liked your video! One note tho, is that trance ability makes it so the character only needs to trance for 4 hours, being fully awake for the other 4, but they still need to take the full 8 hours to get the benefits of the long rest
“Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.”
From the players handbook
dnd.wizards.com/articles/features/rules-answers-september-2015
Does the Trance trait allow an elf to finish a long rest in 4 hours? The intent is no. The Trance trait does let an elf meditate for 4 hours and then feel the way a human does after sleeping for 8 hours, but that isn’t intended to shorten an elf’s long rest. A long rest is a period of relaxation that is at least 8 hours long. It can contain sleep, reading, talking, eating, and other restful activity. Standing watch is even possible during it, but for no more than 2 hours; maintaining heightened vigilance any longer than that isn’t restful. In short, a long rest and sleep aren’t the same thing; you can sleep when you’re not taking a long rest, and you can take a long rest and not sleep.
Here’s what this all means for an elf. An elf can spend 4 hours in a trance during a long rest and then has 4 additional hours of light activity. While an elf’s companions are snoozing, the elf can be awake and engaged in a variety of activities, including carving a lovely trinket, composing a sonnet, reading a tome of ancient lore, attempting to remember something experienced centuries before, and keeping an eye out for danger. The Trance trait is, ultimately, meant to highlight the otherworldly character of elves, not to give them an edge in the game.
That all said, if you’re the DM and you decide to let Trance shorten an elf’s long rest, you’re not going to break the game. You are making a world-building choice if you do so. You’re deciding that elves, on a global scale, are ready to reenter a fight before anyone else, that they heal faster than most humanoids, and that they regain their magical energy faster. Such a choice would make sense in a world where elves are the dominant race, where they not only live longer than others, but also recover faster”
So you can get the benefit of a full long rest if you rest for 4 consecutive hours, but it’s up to the Dm if the trance is just for roleplay or if it has mechanical consequences. I hope that answers your question.
With the Limited Wish feature can you cast lower level spells at the max 6th level?
I think so, I’m not 100% sure about it with the wording but that makes sense.
I just made a tiefling djini
Couldn't you store things in the vessel?
thanks
Subbed
Contingency has a casting time of 10min so its aint gonna work.
Good catch, I didn’t notice that at first. Thanks for helping me out with addendums.
Should make an elf character with 9 levels of sorcerer and 11 levels of this to start every day with 77 5th level spell slots.
probably less powerful overall then having access to 9th level spells but it'd be a pretty funny gimmick
Is this homebrew stuff? I feel like there are some unbalanced skills / spells
It’s in Tasha’s cauldron of everything, officially released last year.
Do you get those extra spells, or rather, you have access to them, so you can chose to have them? Am I understanding it wrong .. plus, dndBeyond is not assigning your warlocks the spells in this way.
In case you never got the answer:
Warlocks have "Expanded Spell Lists"
They dont get the spells for free. You choose them as if they were on the Warlock Spell List to choose from.
I’m sorry, did you pronounce Genasi as “gensai”?
Your not the first person to correct my pronunciation lol. I was unsure when making the video on how to say the name but I wanted to make the video to my schedule. I’ve since learned about dndbeyond and there pronunciation snippets in the stat block pages.
@@RichMerry I mean, I get that some may see the G and not immediately think that that G would be soft like in genie... you know, since Genasi are descendent from genies...
But I think you might be the first person I’ve ever heard to treat the A as silent... that had me rewinding to double check if I’d just misheard you.
Please, add subtitle pt-br
Alittle louder?
I'm 100% in favor of RP over Min Maxing, but the Dao seems like the only real sensible option. Marid & Djinn are kinda weak.
5:15 finally at level 5 you get semen. "I've been waiting the whole campaign for this"
2 notes early on bc you showed some massive misunderstandings of warlocks: their spell slots are not mainly for utility, with so few and always up casting you absolutely want things that scale up and ideally last a whole combat but you aren't gonna use spells like misty step or detect magic past their proper level or with your pact slots when u could gain them in another way. Pact slots are for upcastable damage spells, on level combat utility, and buffs that last all combat or longer, like hex.
Furthermore the wish spell on the spell list. That is FAR from a cornerstone or keystone ability, to the extent that I have to question if you know what those terms MEAN. wish is a trap spell. As you cannot use your lv 9 spell 'slot' (mystic Arcanum) for anything other than your selected 1 spell of 9th level and you can only switch these things out on levelup, if you get a wish backfire that disables you from ever casting it again, youre now a high level caster who's effectively had their 9th level slot DELETED. no warlock should EVER take wish.
idk what you're smokin but a warlock/monk multiclass sounds miserable
that's some thicc genie propaganda.
Now, for that Seeming spell. It lasts 8 hour with no concentration, a lot of time for social shenanigans. can also put it on you familiar and speak through it, maybe with actor perk.