I've not seen this covered, forgive me if it has, but I've been wondering about a dream 10th+ level party with 2 to 6 gennie warlocks?
What I've been thinking of here is the repeated usage of:
Sanctuary Vessel
At 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
With just one warlock there is a problem with:
Bottled Respite: 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. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
due to that last bit.
With more than one genie warlock, however, the warlocks can take turns to host - and potentially get comfy as:
You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus.
That's a full eight-hour long rest for a 9th + level warlock.
And yet there's also the bit from Sanctuary Vessel that means that there may also be shortened-term benefits:
... anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest
That's all the 10th (9th+) level warlocks' 2 * 5th level spells back in 10 minutes, that along with fighter/ fighter minions' second winds, among other features, coming back online.
It would just take one warlock to host and perhaps, left on the outside, someone/something like an imp or a sprite familiar (from any of the party's Find Familiar casters) could (invisibly) carry the vessel. (Can an imp or sprite attune to magical items to aid in any efforts involved?) If needed a hosted party member could communicate with the outsider with the use of a sending stone which, as its use wouldn't involve the direct use of a spell, may not interfere with a long rest. A normal casting of sending might not be too difficult to fit around a 10 min short rest - otherwise an imp or sprite (or rogue..) should be pretty good at working things out to a reasonable set of plans. (Of course, but perhaps depending on GMs discretion, after casting sending, the caster might then just rest again). The hosted party member can just look out from the vessel and "As a bonus action" the host "can eject any number of creatures from the vessel" to either just give a bit more support to that ~imp or to decamp and blast away with fully recharged spells. And then, albeit with a different genie warlock taking a turn to serve as host, "As an action, you can magically vanish and enter your vessel".
I thought that a party with at least three 10th level genie warlocks could be good as the three lots of bottled respite timings would add up to the 24 hours required for long rest reset. However, there might be potential needs to cover at least fractional overlap times and there may be different scenarios to run by GMs. Perhaps, inside one sanctuary vessel, another genie warlock might draw all present (or all except another familiar) into another genie vessel. The time can run out on the first sanctuary vessel and, as long as an, on the outside, the ~familiar can get keep/hold the currently functioning vessel. Find Familiar says:
As an action, you can temporarily dismiss the familiar to a pocket dimension.
According to a straightforward reading of this, any familiar can be dismissed at any time from anywhere.
Personally, I like the idea of four genie warlocks for the aesthetics of being able to cover the four elements. Having at least four genie warlocks would mean that you could stay on another plane for the entire day regardless of overlaps. Up to six genie warlocks could each cast both their 5th-level spells six times in little more than an hour. Kapow, kapow, retreat, rest, repeat - or hang around for a bit of ~eldrige blasting.
Maybe just one dao patron warlock would be needed to cast a 20ft radius spike growth while all warlocks could use the 10ft repelling blast movement on each of the warlocks' 3 (from 11th level) eldrich blasts. Spike growth counts as difficult terrain but there still might be advantages of having two spike growth (etc.) casters to make it easier to keep ping-ponging opponents back and forth within the thicket thick of it. (If something like this was viable, how would you get warlocks etc on either side of you opponents? I thought that, in one vessel, another warlock could draw part of a party into another vessel that could then be in the hands of another familiar. The first warlock could then eject the familiar with the vessel which would be instructed with regard to its potential (circumstance-dependent) destination, and then, peek-a-boo).
OK. Which warlocks, or other character classes, would you ideally take on bottling it ventures and why? How would you balance a party to maximize a potential here? What tactics would you utilise to do so? Who knows what the warlocks and friends might get up to? They might use any number of portable holes for extra storage space for whatever they might be planning.
Monks get there ki back, druids get there wild shapes back, and wizards can get arcane recovery once
i think the vessels could be like a baton when needing to go place to place, tactics would depend on the enviroment, get through a forest wildshape, get through crowded battlefield speed of monk or dimesion door/invisibility of a wizard
The lamp/lantern that the genie warlocks each have can not enter another genie warlock's "personal dimensional space," or a tear/portal to the Astral Plane gets created and everything within 10 ft gets sucked into it with no save. This is because extra-dimensional items cannot be placed into other extra-dimensional items. Food for thought.
The only way something like this would work is to have the familiar carrying around like 3-4 genie warlock lanterns. They could still take turns in each other's extra-dimensional genie warlock space, but not all together inside the same one, at the same time, AND with all of their lanterns, excepting the one whose space they wanted to be inside. Food for thought.
There is no general rule for multiple extra dimensional spaces in 5e. There is a specific rule concerning specific magic items.
"Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane."
While your DM may rule that a genie bottle is a similar item this is not written into the rules. In general the phrasing for similar item is meant to apply to small variations of the bag of holding, haversack, portable hole, so for example a purse of holding would be considered similar, or a Raulothim's Rugged Rucksack. If it were meant to apply to the Genie bottle it would have been written in the rules.
him... i have to ask can you leave the Sanctuary Vessel and keep the rest of the party inside?
the reason why I'm asking this is there nothing says you can't do that in the description of Sanctuary Vessel so if done right you can sneak 1 to 5 people in or out of some place once per long rest and that not including the pact of the chain.
him... i have to ask can you leave the Sanctuary Vessel and keep the rest of the party inside?
the reason why I'm asking this is there nothing says you can't do that in the description of Sanctuary Vessel so if done right you can sneak 1 to 5 people in or out of some place once per long rest and that not including the pact of the chain.
Not while they are alive.
But that is why pact of the chain works so well for genie, invisible imp sneaks the vessel.
I've not seen this covered, forgive me if it has, but I've been wondering about a dream 10th+ level party with 2 to 6 gennie warlocks?
What I've been thinking of here is the repeated usage of:
With just one warlock there is a problem with:
due to that last bit.
With more than one genie warlock, however, the warlocks can take turns to host - and potentially get comfy as:
That's a full eight-hour long rest for a 9th + level warlock.
And yet there's also the bit from Sanctuary Vessel that means that there may also be shortened-term benefits:
That's all the 10th (9th+) level warlocks' 2 * 5th level spells back in 10 minutes, that along with fighter/ fighter minions' second winds, among other features, coming back online.
It would just take one warlock to host and perhaps, left on the outside, someone/something like an imp or a sprite familiar (from any of the party's Find Familiar casters) could (invisibly) carry the vessel.
(Can an imp or sprite attune to magical items to aid in any efforts involved?)
If needed a hosted party member could communicate with the outsider with the use of a sending stone which, as its use wouldn't involve the direct use of a spell, may not interfere with a long rest. A normal casting of sending might not be too difficult to fit around a 10 min short rest - otherwise an imp or sprite (or rogue..) should be pretty good at working things out to a reasonable set of plans. (Of course, but perhaps depending on GMs discretion, after casting sending, the caster might then just rest again). The hosted party member can just look out from the vessel and "As a bonus action" the host "can eject any number of creatures from the vessel" to either just give a bit more support to that ~imp or to decamp and blast away with fully recharged spells. And then, albeit with a different genie warlock taking a turn to serve as host, "As an action, you can magically vanish and enter your vessel".
I thought that a party with at least three 10th level genie warlocks could be good as the three lots of bottled respite timings would add up to the 24 hours required for long rest reset. However, there might be potential needs to cover at least fractional overlap times and there may be different scenarios to run by GMs. Perhaps, inside one sanctuary vessel, another genie warlock might draw all present (or all except another familiar) into another genie vessel. The time can run out on the first sanctuary vessel and, as long as an, on the outside, the ~familiar can get keep/hold the currently functioning vessel. Find Familiar says:
According to a straightforward reading of this, any familiar can be dismissed at any time from anywhere.
Personally, I like the idea of four genie warlocks for the aesthetics of being able to cover the four elements. Having at least four genie warlocks would mean that you could stay on another plane for the entire day regardless of overlaps. Up to six genie warlocks could each cast both their 5th-level spells six times in little more than an hour. Kapow, kapow, retreat, rest, repeat - or hang around for a bit of ~eldrige blasting.
Maybe just one dao patron warlock would be needed to cast a 20ft radius spike growth while all warlocks could use the 10ft repelling blast movement on each of the warlocks' 3 (from 11th level) eldrich blasts. Spike growth counts as difficult terrain but there still might be advantages of having two spike growth (etc.) casters to make it easier to keep ping-ponging opponents back and forth within the thicket thick of it. (If something like this was viable, how would you get warlocks etc on either side of you opponents? I thought that, in one vessel, another warlock could draw part of a party into another vessel that could then be in the hands of another familiar. The first warlock could then eject the familiar with the vessel which would be instructed with regard to its potential (circumstance-dependent) destination, and then, peek-a-boo).
OK. Which warlocks, or other character classes, would you ideally take on bottling it ventures and why?
How would you balance a party to maximize a potential here?
What tactics would you utilise to do so?
Who knows what the warlocks and friends might get up to? They might use any number of portable holes for extra storage space for whatever they might be planning.
Monks get there ki back, druids get there wild shapes back, and wizards can get arcane recovery once
i think the vessels could be like a baton when needing to go place to place, tactics would depend on the enviroment, get through a forest wildshape, get through crowded battlefield speed of monk or dimesion door/invisibility of a wizard
The lamp/lantern that the genie warlocks each have can not enter another genie warlock's "personal dimensional space," or a tear/portal to the Astral Plane gets created and everything within 10 ft gets sucked into it with no save. This is because extra-dimensional items cannot be placed into other extra-dimensional items. Food for thought.
The only way something like this would work is to have the familiar carrying around like 3-4 genie warlock lanterns. They could still take turns in each other's extra-dimensional genie warlock space, but not all together inside the same one, at the same time, AND with all of their lanterns, excepting the one whose space they wanted to be inside. Food for thought.
There is no general rule for multiple extra dimensional spaces in 5e. There is a specific rule concerning specific magic items.
"Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane."
While your DM may rule that a genie bottle is a similar item this is not written into the rules. In general the phrasing for similar item is meant to apply to small variations of the bag of holding, haversack, portable hole, so for example a purse of holding would be considered similar, or a Raulothim's Rugged Rucksack. If it were meant to apply to the Genie bottle it would have been written in the rules.
him... i have to ask can you leave the Sanctuary Vessel and keep the rest of the party inside?
the reason why I'm asking this is there nothing says you can't do that in the description of Sanctuary Vessel so if done right you can sneak 1 to 5 people in or out of some place once per long rest and that not including the pact of the chain.
Not while they are alive.
But that is why pact of the chain works so well for genie, invisible imp sneaks the vessel.