Dungeons & Dragons Online

Talking Tasha: Earth, Wind, and Fire

Content of the article: "Talking Tasha: Earth, Wind, and Fire"

Okay, so, for once, we’re dealing with a subclass that’s near finalised, the Genie Warlock. From what the sneak peak has revealed, this subclass is still subject to change and won’t be finished until its actually in the book itself, so until then, let’s have fun!

We’ll start off with the spell list and by god, is it an interesting one.

These are the ones that every Genie Warlock will have access to. Excitingly, they come in different flavours!

“Detect Good and Evil, Phantasmal Force, Cr eate Food and Water, Phantasmal Killer, Creation, Wish.“

Now this might be my own lack of imagination but besides Phantasmal Force, Create Food and Water and Wish , I can hardly think that any of these spells would be worth your slots. Creation is very limited, Phantasmal Killer’s effects are a bit lacklustre. Detect Good and Evil is great. If you have the slots to spare, of course. A Warlock won’t.

Wish is a godly spell and brings the power of this subclass up by a few points, letting the Genie Warlock join the lofty ranks of the Sorcerer, Warlock and in a way, the Cleric with Divine Intervention.

“Dao: Sanctuary, Spike Growth, Meld Into Stone, Stone Shape, Wall of Stone.”

I guess these can be useful? Spike Growth for giving you some extra space to use Eldritch Blast, Wall of Stone to create the battlefield you desire, Meld Into Stone for some sneakiness and Stone Shape for escapes or sealing off escapes. The only one i personally wouldn’t use is Sanctuary since it’s only really good for protecting NPCs or healers? Again, I don’t feel it’s worth the cost as your spell slots increase. Something you tend to notice about Warlock spells, the best ones don’t scale.

“Djinn: Thunderwave, Gust of Wind, Wind Wall, Greater Invisibility, Seeming”

If they replaced Wind Wall with Thunder Step then this list would be 80% perfect. I really like the spells here except for Gust of Wind and Wind Wall which are sadly do little or do nothing spells. Wind Wall just… lets you walk through without doing damage, only damages when it shows up and deflects arrows and stuff, which is nice. But not worth a 3rd level slot more than likely.

“Efreeti: Burning Hands, Scorching Ray, Fireball, Fire Shield, Flame Strike.”

Now, we have a nice array of fairly powerful spells here capable of catching more than a few people at once, which is really what you want when you’re mostly relying on single target damage. Fire Shield is a hell of a lot of free Hellish Rebukes which are never bad but the only bum spell is Flame Strike as Fireball scales better.

“Marid: Fog Cloud, Blur, Sleet Storm, Control Water, Cone of Cold”

Now, this is pretty nice, a blend of utility and a decent bit of damage at the end. Blur and Sleet Storm are especially good since Sleet Storm can easily become Dispel Magic if you manage to break some nasty concentration spells with it.

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I’d give it to Efreeti for pure damage and Marid for usefulness.

Now, the features.

“Genie’s Vessel At 1st level, your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.

While you are touching the vessel, you can use it in the following ways: * 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 comfortably 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.”

Okay, so I like this and don’t for a couple reasons. I like it because it’s like a Tiny Hut that improves over time and that you can try and hide away from anyone who might be looking for you. The reason I don’t like it is because I don’t like the idea that it can be broken in the first place. It feels like it was made targetable because you can go inside it and for no other reason. But it feels like a cool survival too. You’re in the middle of s blizzard, you have no idea where you are, hop into the ring for a few hours of rest to gather yourself. Or if you’re weeb trash, take the ring version of the vessel and let your tortoise familiar hold it.

  • “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). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.”
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So, free flat scaling damage is never bad and since you’re likely to only use your Eldritch Blast a lot of the time, you’ll always have an attack roll spell to use it with.

“Elemental Gift At 6th level, You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.”

I bet you any money there’s someone planning a Draconic Sorcerer/Genie Warlock Tiefling just to see how many resistances they can stack at once. So for some people, their choice of elemental patron might not be very important in terms of spells, but I’m sure that even if they never choose the extra spells, the resistance will always be something to consider. Moving onto the flight, at this point you’d have a +3 prof bonus and therefore 30 minutes of free flight, which is going to improve into one hour at max… pretty friggin dope.

“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 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.”

I like the first half of this. It’s a natural extension to pull more people into Coco Jumb- the vessel, but the last part is just kinda Song of Rest. Cliche as it may sound, if your DM is giving you 10 minutes for a short rest, you might as well get an hour.

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“Limited Wish At 14th level, you can entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. Once you use this feature, you can’t use it again until you finish 1d4 long rests.”

Okay, love this feature, so much better than the original crap, but one very important thing to say here. Why are you trying to make “1d4 long rest” cooldowns a thing? Fucking don’t.

Okay, so, in short, this is a fine subclass and like all good Warlock subclasses, it gives you free spells disguised as features. One thing I will note, that due to the way the first level features scale, it’s very easy to take one single level for free damage to your spell attacks, which for some reason, is almost universally confined to 6th level features, and a Tiny Hut you can eventually spend up to twelve hours in.

Just… please never make 1d4 long rests a thing for anything

Source: reddit.com

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