I think many people underestimate the level 10 genie class feature.
At what point in an adventure can your "stingy with the short rests" DM really argue against you hanging out in your party members backpack inside your lamp for 10 minutes. It's basically allowing you to use your spell slots every encounter if your party is getting the normal short rests that they should per day.
Useful note. "Once you enter the vessel, you can’t enter again until you finish a long rest." So while the trick of getting one extra Short Rest is perfectly within the rules, It's only once per day, not every encounter. I don't see how even the most stingy DM could object to that.
The initial question was, edited a little for clarity:
Does this seem like reliable source of damage? By level 1 one attacks already gets a bonus to damage equal to proficiency (by any of genies type), by 7th level you get multi attack, and by 12th level you have charisma damage added on to attacks as necrotic.
The rest is resistance, flight, short rest acceleration + extra healing, and a free level 6th spell effect at 14.
Yep. I think it's a reliable source of damage. Then the DM will just have to figure out how often you can use it. So take the number of times you want to deal with it, and only allow one of the various options be used per Short Rest, and then make a rule about how many Short Rests you get per day. The DMG suggests two, but that's probably not enough, I'd suggest somewhere between three to five.
I'm going to be quite damn honest, if I wanted an optimized character, I would plau the rogue paladin hexlock that people play, but I'm not. I'm not trying to have the most damage focusing on one single ability score because of one pact, I'm creating a story.
That story happens to involve a genie of sorts, a weapon and the combined cunning of the two. [REDACTED]. I want to have fun, and that doesn't involve reducing my rp down to some talking sword. We get it, they have spell options and features that make it easier to wipe the floor, but no matter how often you explain it, this is a thread about the GENIE warlock. [REDACTED]
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You can absolutely make a good build using Pact of the Blade and Genie Patron. The damage will be just fine and even great depending on what decisions are made. Here's a Djinni Bladelock I've been ruminating on if you want inspiration: The Dervish. Thing f****** shreds.
As for the Hexblade vs Genie Blade Pact battle, I'd say the only window of time the hexblade even deserves a chance to be considered in the same space as the Genie is from levels 1-5. Hexblade gets all of its good features at level 1 and proceeds to turn into a literal empty bag. The Genie's concentration-free hover flight is hands down better than everything the hexblade has to offer combined. Whatever small numerical advantages the hexblade has accrued up to that point are moot: the tactical strength of such an efficient maneuverability option is superior. On top of this there are the uniquely powerful vessel abilities and bonus spell lists with many strong options that open up differing strategies.
You can absolutely make a good build using Pact of the Blade and Genie Patron. The damage will be just fine and even great depending on what decisions are made. Here's a Djinni Bladelock I've been ruminating on if you want inspiration: The Dervish. Thing f****** shreds.
As for the Hexblade vs Genie Blade Pact battle, I'd say the only window of time the hexblade even deserves a chance to be considered in the same space as the Genie is from levels 1-5. Hexblade gets all of its good features at level 1 and proceeds to turn into a literal empty bag. The Genie's concentration-free hover flight is hands down better than everything the hexblade has to offer combined. Whatever small numerical advantages the hexblade has accrued up to that point are moot: the tactical strength of such an efficient maneuverability option is superior. On top of this there are the uniquely powerful vessel abilities and bonus spell lists with many strong options that open up differing strategies.
This very much....
Hexblade gets it's best stuff at level 1 and then it's mostly downhill from there.
It's only really crazy as part of a MC but those also tend to not go online until later levels.
I'm going to be quite damn honest, if I wanted an optimized character, I would plau the rogue paladin hexlock that people play, but I'm not. I'm not trying to have the most damage focusing on one single ability score because of one pact, I'm creating a story.
That story happens to involve a genie of sorts, a weapon and the combined cunning of the two. [REDACTED]. I want to have fun, and that doesn't involve reducing my rp down to some talking sword. We get it, they have spell options and features that make it easier to wipe the floor, but no matter how often you explain it, this is a thread about the GENIE warlock. [REDACTED]
Rogue paladin hexlocks are MAD - you need STR and DEX to multiclass, on top of the CHA and CON you actually want for your actual features. From an optimality perspective, and in terms of staying on topic, rogue/genielock is quite good, because the +pb to damage is substantially better than +1d6 to sneak attack.
From an RP perspective, Hexlock and Genielock have the same RP opportunities, just from different planes of existence. I don't know where the talking sword meme comes from, but Hexblades pact with something from the Shadowfell, just as Genielocks pact with something from one of the four elemental planes and Feylocks pact with something from the Feywild.
Just wanted to add, can also go Genie, blade pact and be a Lizardfolk thereby giving ya that 13ac plus dex and won't need the Armor of shadows invocation.
Also for all those RAW, one magic weapon would mean hey, is that magic hand crossbow one magic weapon? Yes? Ok then, yes it can be ritualized into your pact weapon. Same as any magic range weapon could also long as it's just the one of it you holding and doing the ritual. Each bullet point under the pact weapon is its on thing. Reason why someone could say "any" one magic weapon is because that's just plain English. It doesn't specify one melee or one range, just one magic weapon. Only part that specifies can't conjure non-melee is the first part, till you get that improved pact weapon, so if you find a magic long bow at lvl 3, go ahead if you want and turn it into a pact weapon, but just don't dismiss it into that extra dimensional space because same RAW it says it appears when you create your pact weapon and then you refer to that create melee weapon... so it's stuck till you get that improved or till you break the bond. EDITED ok in Sage advice they stated what I said about any magic weapon except yes you can still call it forth.
I think many people underestimate the level 10 genie class feature.
At what point in an adventure can your "stingy with the short rests" DM really argue against you hanging out in your party members backpack inside your lamp for 10 minutes. It's basically allowing you to use your spell slots every encounter if your party is getting the normal short rests that they should per day.
An extra short rest per day is immense.
Useful note. "Once you enter the vessel, you can’t enter again until you finish a long rest." So while the trick of getting one extra Short Rest is perfectly within the rules, It's only once per day, not every encounter. I don't see how even the most stingy DM could object to that.
<Insert clever signature here>
Yup, definitely need to follow it up with a Catnap, Rope Trick, etc. to really get a day full of napping in.
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I'm going to make this way harder than it needs to be.
The initial question was, edited a little for clarity:
Does this seem like reliable source of damage? By level 1 one attacks already gets a bonus to damage equal to proficiency (by any of genies type), by 7th level you get multi attack, and by 12th level you have charisma damage added on to attacks as necrotic.
The rest is resistance, flight, short rest acceleration + extra healing, and a free level 6th spell effect at 14.
Yep. I think it's a reliable source of damage. Then the DM will just have to figure out how often you can use it. So take the number of times you want to deal with it, and only allow one of the various options be used per Short Rest, and then make a rule about how many Short Rests you get per day. The DMG suggests two, but that's probably not enough, I'd suggest somewhere between three to five.
<Insert clever signature here>
I'm going to be quite damn honest, if I wanted an optimized character, I would plau the rogue paladin hexlock that people play, but I'm not. I'm not trying to have the most damage focusing on one single ability score because of one pact, I'm creating a story.
That story happens to involve a genie of sorts, a weapon and the combined cunning of the two. [REDACTED]. I want to have fun, and that doesn't involve reducing my rp down to some talking sword. We get it, they have spell options and features that make it easier to wipe the floor, but no matter how often you explain it, this is a thread about the GENIE warlock. [REDACTED]
You can absolutely make a good build using Pact of the Blade and Genie Patron. The damage will be just fine and even great depending on what decisions are made. Here's a Djinni Bladelock I've been ruminating on if you want inspiration: The Dervish. Thing f****** shreds.
As for the Hexblade vs Genie Blade Pact battle, I'd say the only window of time the hexblade even deserves a chance to be considered in the same space as the Genie is from levels 1-5. Hexblade gets all of its good features at level 1 and proceeds to turn into a literal empty bag. The Genie's concentration-free hover flight is hands down better than everything the hexblade has to offer combined. Whatever small numerical advantages the hexblade has accrued up to that point are moot: the tactical strength of such an efficient maneuverability option is superior. On top of this there are the uniquely powerful vessel abilities and bonus spell lists with many strong options that open up differing strategies.
This very much....
Hexblade gets it's best stuff at level 1 and then it's mostly downhill from there.
It's only really crazy as part of a MC but those also tend to not go online until later levels.
Rogue paladin hexlocks are MAD - you need STR and DEX to multiclass, on top of the CHA and CON you actually want for your actual features. From an optimality perspective, and in terms of staying on topic, rogue/genielock is quite good, because the +pb to damage is substantially better than +1d6 to sneak attack.
From an RP perspective, Hexlock and Genielock have the same RP opportunities, just from different planes of existence. I don't know where the talking sword meme comes from, but Hexblades pact with something from the Shadowfell, just as Genielocks pact with something from one of the four elemental planes and Feylocks pact with something from the Feywild.
Just wanted to add, can also go Genie, blade pact and be a Lizardfolk thereby giving ya that 13ac plus dex and won't need the Armor of shadows invocation.
Also for all those RAW, one magic weapon would mean hey, is that magic hand crossbow one magic weapon? Yes? Ok then, yes it can be ritualized into your pact weapon. Same as any magic range weapon could also long as it's just the one of it you holding and doing the ritual. Each bullet point under the pact weapon is its on thing. Reason why someone could say "any" one magic weapon is because that's just plain English. It doesn't specify one melee or one range, just one magic weapon. Only part that specifies can't conjure non-melee is the first part, till you get that improved pact weapon, so if you find a magic long bow at lvl 3, go ahead if you want and turn it into a pact weapon, but just don't dismiss it into that extra dimensional space because same RAW it says it appears when you create your pact weapon and then you refer to that create melee weapon... so it's stuck till you get that improved or till you break the bond. EDITED ok in Sage advice they stated what I said about any magic weapon except yes you can still call it forth.