I just started playing one at 10th level and I got a couple of questions about the subclass.
What happens when a Bag of Holding goes into the vessel?
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. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
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.
I would argue that by RAW, both the bag and the vessel are destroyed, as they are both extradimensional spaces, and there is no special exception for the vessel.
Where do ejected characters end up when I use Sanctuary Vessel? I would say 5ft from the vessel but the rules don't mention where they go.
When you exit the vessel, you appear in the unoccupied space closest to it.
Again, RAW, there is no distiction between you exiting and you ejecting others, so the nearest unoccupied space.
I could see an argument to be made that where the language states "or similar item" it does not apply as this is a class feature which creates a "Genie Vessel" and not strictly a magic item that could be purchased in a store which seems to be RAI. RAW I could definitely see your point. Seems like a sucky DM move though to punish someone for using their subclass features as intended.
A different RAW argument could be made that since the Vessel is a tuny object that can be used as a spellcasting focus, it wouldn't fall under "or similar", and thus be exempt. I'm pretty certain that RAI, bags of holding et al would be allowed inside the vessel.
I'm pretty sure RAW as well. It is not all extra dimensional spaces, as you can take your bags of holding into a rope trick. This is not a magic item that creates a permanent space, it is your magic creating it which is why it goes away when you die. It is much more analogous to rope trick or magnificent mansion than it is to a bag of holding, both of which allow bags of holding.
So question, if you use Genie's Wrath with EB and let's say you have another feature like Elemental Affinity from Draconic Sorcerer or Flames of Phlegethos, would their abilities apply if you added fire damage to EB from Genie's Wrath? I feel that it has to be an actual spell that does base fire damage like GFB or Firebolt, but the wording is a bit weird and I wanted some second or third opinions.
Well, it's a heck of a setup to get those together, so I'd be inclined to say yes, but only when you cast a spell. You wouldn't be able to cast Shadow Blade (for example) and get Elemental Affinity or Flames of Phlegethos every round because they're both triggered by casting the spell, unlike Genie's Wrath. But with Eldritch Blast you're clear.
Has anyone tested out the Dao genie with crusher, spike growth and max push/pull invocations? I’m going to play one in an upcoming campaign and extra tips/tricks would be greatly appreciated.
My current build is a v/human with crusher feat. Will pick pact of the chain at lvl 3, and I’m leaning towards the telekinetic feat at lvl 4. My current invocations at lvl 2 are eldritch mind and agonizing blast. My third will be repelling blast, giving me a push/pull potential at 20 feet in a spike growt at lvl 5, although this require a round with setup.
I have not, though in theory that is a lot of d4s. If you do shove someone 20 feet, 2d10+8d4 37ish damage and getting two hits is not that uncommon. With crusher and the TK feat its even more impressive. That being said its a big ass area which may impede your party as well, especially any melee types that may want to run in and stomp things. If your party takes advantage of it though it could be a gimmick you use your whole adventuring career.
Has anyone tested out the Dao genie with crusher, spike growth and max push/pull invocations? I’m going to play one in an upcoming campaign and extra tips/tricks would be greatly appreciated.
My current build is a v/human with crusher feat. Will pick pact of the chain at lvl 3, and I’m leaning towards the telekinetic feat at lvl 4. My current invocations at lvl 2 are eldritch mind and agonizing blast. My third will be repelling blast, giving me a push/pull potential at 20 feet in a spike growt at lvl 5, although this require a round with setup.
Get Lance of Lethargy too, if you can. Especially if your teammates also pick up some speed-reducing spells or abilities, like Ray of Frost and Slow. Knock the target into the spiky area and prevent them from leaving.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I don't know if the issue has been fixed or not or if there are some steps that you have to take to get it but I can't figure out how to get the wish spell for this subclass. Anyone else having this issue or am I just not seeing it right in front of my eyes?
So question, if you use Genie's Wrath with EB and let's say you have another feature like Elemental Affinity from Draconic Sorcerer or Flames of Phlegethos, would their abilities apply if you added fire damage to EB from Genie's Wrath? I feel that it has to be an actual spell that does base fire damage like GFB or Firebolt, but the wording is a bit weird and I wanted some second or third opinions.
Please and Thank you!
Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
It says it's extra damage and if you look at the rules for sneak attack (extra damage) and critical hit (doubling extra damage dice) we can see that extra damage IS part of the actual attack (otherwise a sneak attack wouldn't be doubled on a critical hit). So, this means that an efreeti warlock would actually be dealing fire damage with one of its attacks which could be ranged, melee and a spell version of these.
However it would only add the fire damage ONCE, so if you have 3 attacks or EB beams you still can only add this damage on one of them.
It doesn't work on spells that don't require an attack roll, like Toll the Dead or Fireball.
It can ONLY do this during YOUR turn, ie no attacks of opportunity with extra damage from this.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.
If you have a draconic ancestry associated with fire, you could add this to the ONE attack during YOUR turn that you made, as long as it was a spell of some kind, not just a regular attack. Elemental affinity would of course also add the charisma modifier to ANY fire spell, even reaction spells like Hellish Rebuke. In the case of Scorching ray however it would only add to one of the rays. I guess by RAW you could technically hit with 1 blast, add fire damage and attack with another blast adding charisma... Since you did fire damage with the spell and can choose which roll of the spell you add your charisma to. If you do this and miss your second attack you would forfeit that extra damage though. And I guess the in game explanation to this would be that casting a spell that deals fire damage empowers you so that you have a short moment of extra power (ie + charisma to damage) so it would affect the next ray instead. It would be Force damage, not Fire damage though since extra damage is of the same type as the original attack.
Flames of Phlegethos
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
If we are using eldritch blast we can NOT re-roll the damage dice, because the damage dice is force damage. The other option is however valid as long as we actually hit anyone since otherwise we don't technically deal fire damage until we hit something. Scorching ray, firebolt or similar could be interpreted the same but they are fire from the moment they are cast unlike the EB. Also, this obviously doesn't work if we use a normal attack of some kind since it works only on spells being cast.
This is all a lot of work for very little damage though. Even at level 20 you'd be adding at most 11 damage to ONE of your EB beams. Compared to the agonizing blast invocation that adds +5 to each beam (presuming charisma 20, which you should probably have at level 20 :p).
Not to necro the topic, but some fun utility I found for genie lock that people might enjoy. Someone already mentioned using a mage hand to move your vessel around for you, but if your vessel is small enough (for my character it's a glass eye, for example), I am using pact of the chain for flavor reasons and realized that I could just have my familiar carry my vessel around while I'm inside of it, and as my familiar is a bird, that creates some interesting possibilities.
You will get better utility out of taking the Imp as your familiar. They are literally better in every way and really the only reason, imo, to take Pact of the Chain. Imps can fly, just like your bird; speak common; have arms and hands to interact with items; can carry a hell of a lot more weight; shapeshifter if needed; and, become invisible. Unless having a bird familiar is super specific to your character, which is valid, there really is no reason to have a bird over an Imp.
My Imp keeps my vessel when needed, has his own bag of holding, and hands out potions during battle. He also is a perfect scout for those dungeons. All of this while being invisible. Lol
The bird is more thematic than anything, I'm playing as a djinn lock with spell sniper and the invocation for 300 feet of eldritch blast range (which means it's actually 600 feet) and one of my 'in character' reasons I can fire it that far is that the bird acts as my spotter. Also birds are native to the air plane and blah. 90% of my character is eldritch blasting from far away while doing some combination of flying, teleporting, and being invisible.
Have you checked with your GM about that build? I don't know many GMs who actually want to run fights where you have easy line of sight from 200 feet, much less 600.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Seeing as I've been running the character for a while and have been doing it, I assume he's fine with it. Just because I can do it doesn't mean that battles are made around the character. It's mostly used for perception purposes and things that aren't represented in battle space. You can accomplish the same thing with a long bow and sharpshooter.
Have you checked with your GM about that build? I don't know many GMs who actually want to run fights where you have easy line of sight from 200 feet, much less 600.
Even if he didn't have that much line of sight due to cover, spell sniper's got you covered as you ignore all but full cover. Plus, an effective strategy while outdoors in some clear field to deploy is use the elemental flight gift, then dimension door straight up, maybe even 400 ft up, and just spam EBs from afar.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Sounds like it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Thanks Lurky.
I just started playing one at 10th level and I got a couple of questions about the subclass.
What happens when a Bag of Holding goes into the vessel?
Where do ejected characters end up when I use Sanctuary Vessel? I would say 5ft from the vessel but the rules don't mention where they go.
I could see an argument to be made that where the language states "or similar item" it does not apply as this is a class feature which creates a "Genie Vessel" and not strictly a magic item that could be purchased in a store which seems to be RAI. RAW I could definitely see your point. Seems like a sucky DM move though to punish someone for using their subclass features as intended.
I'm pretty sure RAW as well. It is not all extra dimensional spaces, as you can take your bags of holding into a rope trick. This is not a magic item that creates a permanent space, it is your magic creating it which is why it goes away when you die. It is much more analogous to rope trick or magnificent mansion than it is to a bag of holding, both of which allow bags of holding.
So question, if you use Genie's Wrath with EB and let's say you have another feature like Elemental Affinity from Draconic Sorcerer or Flames of Phlegethos, would their abilities apply if you added fire damage to EB from Genie's Wrath? I feel that it has to be an actual spell that does base fire damage like GFB or Firebolt, but the wording is a bit weird and I wanted some second or third opinions.
Please and Thank you!
Well, it's a heck of a setup to get those together, so I'd be inclined to say yes, but only when you cast a spell. You wouldn't be able to cast Shadow Blade (for example) and get Elemental Affinity or Flames of Phlegethos every round because they're both triggered by casting the spell, unlike Genie's Wrath. But with Eldritch Blast you're clear.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Has anyone tested out the Dao genie with crusher, spike growth and max push/pull invocations? I’m going to play one in an upcoming campaign and extra tips/tricks would be greatly appreciated.
My current build is a v/human with crusher feat. Will pick pact of the chain at lvl 3, and I’m leaning towards the telekinetic feat at lvl 4. My current invocations at lvl 2 are eldritch mind and agonizing blast. My third will be repelling blast, giving me a push/pull potential at 20 feet in a spike growt at lvl 5, although this require a round with setup.
I have not, though in theory that is a lot of d4s. If you do shove someone 20 feet, 2d10+8d4 37ish damage and getting two hits is not that uncommon. With crusher and the TK feat its even more impressive. That being said its a big ass area which may impede your party as well, especially any melee types that may want to run in and stomp things. If your party takes advantage of it though it could be a gimmick you use your whole adventuring career.
With some careful placements and communication, I think I can minimize negative effects the aoe could have on the party.
Get Lance of Lethargy too, if you can. Especially if your teammates also pick up some speed-reducing spells or abilities, like Ray of Frost and Slow. Knock the target into the spiky area and prevent them from leaving.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I don't know if the issue has been fixed or not or if there are some steps that you have to take to get it but I can't figure out how to get the wish spell for this subclass. Anyone else having this issue or am I just not seeing it right in front of my eyes?
Thank you!
It says it's extra damage and if you look at the rules for sneak attack (extra damage) and critical hit (doubling extra damage dice) we can see that extra damage IS part of the actual attack (otherwise a sneak attack wouldn't be doubled on a critical hit). So, this means that an efreeti warlock would actually be dealing fire damage with one of its attacks which could be ranged, melee and a spell version of these.
However it would only add the fire damage ONCE, so if you have 3 attacks or EB beams you still can only add this damage on one of them.
It doesn't work on spells that don't require an attack roll, like Toll the Dead or Fireball.
It can ONLY do this during YOUR turn, ie no attacks of opportunity with extra damage from this.
If you have a draconic ancestry associated with fire, you could add this to the ONE attack during YOUR turn that you made, as long as it was a spell of some kind, not just a regular attack. Elemental affinity would of course also add the charisma modifier to ANY fire spell, even reaction spells like Hellish Rebuke. In the case of Scorching ray however it would only add to one of the rays.
I guess by RAW you could technically hit with 1 blast, add fire damage and attack with another blast adding charisma... Since you did fire damage with the spell and can choose which roll of the spell you add your charisma to. If you do this and miss your second attack you would forfeit that extra damage though. And I guess the in game explanation to this would be that casting a spell that deals fire damage empowers you so that you have a short moment of extra power (ie + charisma to damage) so it would affect the next ray instead. It would be Force damage, not Fire damage though since extra damage is of the same type as the original attack.
If we are using eldritch blast we can NOT re-roll the damage dice, because the damage dice is force damage.
The other option is however valid as long as we actually hit anyone since otherwise we don't technically deal fire damage until we hit something. Scorching ray, firebolt or similar could be interpreted the same but they are fire from the moment they are cast unlike the EB.
Also, this obviously doesn't work if we use a normal attack of some kind since it works only on spells being cast.
This is all a lot of work for very little damage though. Even at level 20 you'd be adding at most 11 damage to ONE of your EB beams. Compared to the agonizing blast invocation that adds +5 to each beam (presuming charisma 20, which you should probably have at level 20 :p).
Not to necro the topic, but some fun utility I found for genie lock that people might enjoy. Someone already mentioned using a mage hand to move your vessel around for you, but if your vessel is small enough (for my character it's a glass eye, for example), I am using pact of the chain for flavor reasons and realized that I could just have my familiar carry my vessel around while I'm inside of it, and as my familiar is a bird, that creates some interesting possibilities.
You will get better utility out of taking the Imp as your familiar. They are literally better in every way and really the only reason, imo, to take Pact of the Chain. Imps can fly, just like your bird; speak common; have arms and hands to interact with items; can carry a hell of a lot more weight; shapeshifter if needed; and, become invisible. Unless having a bird familiar is super specific to your character, which is valid, there really is no reason to have a bird over an Imp.
My Imp keeps my vessel when needed, has his own bag of holding, and hands out potions during battle. He also is a perfect scout for those dungeons. All of this while being invisible. Lol
The bird is more thematic than anything, I'm playing as a djinn lock with spell sniper and the invocation for 300 feet of eldritch blast range (which means it's actually 600 feet) and one of my 'in character' reasons I can fire it that far is that the bird acts as my spotter. Also birds are native to the air plane and blah. 90% of my character is eldritch blasting from far away while doing some combination of flying, teleporting, and being invisible.
Have you checked with your GM about that build? I don't know many GMs who actually want to run fights where you have easy line of sight from 200 feet, much less 600.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Seeing as I've been running the character for a while and have been doing it, I assume he's fine with it. Just because I can do it doesn't mean that battles are made around the character. It's mostly used for perception purposes and things that aren't represented in battle space. You can accomplish the same thing with a long bow and sharpshooter.
Even if he didn't have that much line of sight due to cover, spell sniper's got you covered as you ignore all but full cover. Plus, an effective strategy while outdoors in some clear field to deploy is use the elemental flight gift, then dimension door straight up, maybe even 400 ft up, and just spam EBs from afar.