Lunch. I always say it’s mid day and find somewhere for lunch. By the time you’ve cooked or waiting to be served at a bar it’s been an hour. “Does your character not eat?” Is allways my free once per day short rest :P
My idea for an all Warlock party needs 5 PCs. Four of them play Genie Warlocks, each with a different element (Earth, Fire, Wind, Water). The fifth is a Celestial warlock (Heart). Their ultimate mission is to figure out a way to combine their powers to summon a powerful avatar of nature.
So much darkness. Just... darkness and devil's sight until the end of the world. Until the DM gives every monster True Sight and you all quit the game in protest ;)
I love the idea of a group of warlocks that all follow different patrons, but over time realise that they’re all working for the same patron. Imagine Asmodeus as a fiend patron, he puts some of his power into an Eldritch weapon for the hexblade to follow, in his aspect as a deity for the celestial pact, and maybe pretends to be a fey lord or an unspeakable entity (Asmodeus is known as the father of lies for a reason…)
Or tell all of them that they have a pact with asmodeus, but not necessarily the fiend. They are all supposed to take a pact and act as if it's just a random patron, while trying to do as much work for Asmodeus as possible. This will make them think they have to secretly work for Asmodeus and so the others don't catch on. When the reveal happens, they realize they ALL worked for Asmodeus while trying to keep it a secret.
I love story for the sake of it that doesn't say anything about the setting or characters and has no greater thematic purpose, it's just cool, like marvel movies
Have the Genie Warlock take the Dao so they can pick up Spike Growth, and everyone takes both Repelling Blast and Grasp of Hadar. Cheese Grater taken to the next level.
It's still good to have more than one though. Some of the ritual spells require concentration, so being able to do two at once is great. Not to mention having the extra cantrips is beneficial.
@@andrewdyjach7305While that could be situationally useful in rare cases. Most ritual spells don't need more than one person casting them to get their worth from them. So the other warlocks are better off picking up other pact boons and invocations to support their playstyles.
If I was in that game I would want to play a Celestial Warlock that focus on pact of the blade and summon fey/undead! and my summoned creatures would look like a little green hag with physical features to "Edna Mode" from the Incredibles! Just picture a fuming fey spirit Edna! "No cape!"
If magical girls are warlocks their transformation is the form of dread. Also hear me out. A bunch of warlock looking to escape their patrons' shackles, so the hexblade becomes a fighter, the celestial a cleric, the genie a rogue and the fiend a sorcerer/wizard as the campaign progresses, losing their patrons' powers one by one.
I would take that a step further, because I like options that play out. Make the fiend have a mission to stop the pact breaking from happening. Does he embrace the mission or fight against it? Maybe willpower saves become important in such a campaign. And it gives the rest of the party RP too. In the case of the fiend fighting their mission maybe they can come together to free each other through heart.. if the fiend accepts the mission, it becomes more of a who-dun-it as they secretly act against the others' goals until reveal.
And eldritch Spear. Be almost 500 feat away with repelling blast lol. Might be overkill for an adventuring party, but a squadron of those sort of casters in an army would be brutal @@wesglover5369
Take Eldritch spear and make it 600 feet and then the metamagic feat for the option that doubles distance to put it at 1200. The limits become more about line of sight and how far you can perceive in the environment, and what sheninagans the DM is ok with.@@wesglover5369
Don't forget the immense range of eldritch blast. Eldritch Spear and/or the Spellsniper feat extend the range to the level of idiocy. You'll rarely have that much distance available underground, but outdoors you can barrage your targets from a ridiculous range. And with Lance of Lethargy and Grasp of Hadar, they can't run away.
The undead warlock is criminally overlooked when it comes to frontline. The form of dread gives them consistent temp hp and an immunity to fear, which is huge. Later on, you become immune to necrotic damage. You can make your attacks do necrotic damage, and when you do, you add a whole extra damage die. Honestly, if it wasn't for hexblades' ability to use charisma for attacks, undead would give it a run for its money. Granted I am very bias my undead warlock fighter multiclass has been just so much fun to play.
@ImpaleTheLiving * looks at d12 halberd I get to use twice thanks to thirsting blade then the d8 from shillaley* nah I'm good lol. I built the character around pole arm master and warcaster. So the reach of the Halbert lets me cast booming blade on approaching enemies. If they want to move into melee they have to take the extra damage. The shillaley and tome lock works well for lower level stuff but as you get up to 10 and above it falls off from other options.
@@TheScottishKayakerBooming Blade _should_ work like that, but it doesn't. 🙁 It only has a range of 5'. Personally, given the chance, I would house rule it that it has a range equivalent to the melee weapon used to cast it (so 10' for a reach weapon).
20:45 Not sure if I'm reading the rules wrong, but I thought the Book of Ancient Secrets invocation lets the Warlock take ANY ritual spells. Also, with Pact of the Tome, cantrips do not all need to be from the same class list.
Your reading of the rules is correct. They appear to be confusing the more limited seelctions offered by the Ritual Caster and Magic Initiate feats with the more permissive selections afforded by the Pact of the Tome (for cantrip selection) and the Book of Ancient Secrets (for rituals).
Definitely at least A ranking, arguably S for early levels. The Spell Slots are individually limited per encounter, but many parties have only one or two casters in it - four Warlocks offer plenty of Spell Slots between them. A single (levelled) Spell can do the lion's share of an encounter, so you don't need each Warlock throwing out (levelled) Spells in each encounter. It usually isn't difficult to get Short Rests either, it is just usually that if you can get a Short Rest you can probably get a Long Rest - and a single additional Long Rest than the DM planned means a whole new batch of Spellcaster resources to go through (so Warlocks suffer in the comparison). Outside of Spell Slots, the damage is good - about equal to a sword and board Paladin per round, except Warlocks get to do this at ranged so less wasted rounds. The survivability might seem fragile, but you have to consider you have a whole party of ranged that can seriously push enemies back - as well as potential crowd/battlefield control. Get Phantom Steeds (ritual) and you are laughing. The skill potential is all the Charisma ones (which are usually the most important ones), plus decent Stealth (no Disadvantage armour) - better than pretty much all but the Rogue/Bard parties. Exploration is top-notch with familiars and Spells. Honestly, early on they are likely stronger than probably any other class due to the Spell Slot drought for the Spellcasters at early levels, while maintaining good ranged damage and Spells (and the strong martials Feats haven't came into it yet, either). Around mid to late Tier 2 I would say the Wizards and Sorcerer groups would overtake them, but thats a pretty decent ways into the game. Definitely at least A ranking. --- In comparison --- The Rogue party was C for me, possibly even D in a campaign with lots of combat. They just don't offer anything except being a lot of a skill monkey in one class (in an edition where skills are super weak). Having more than one Rogue offers very little (and arguably one is near pointless in the first place). They are fragile, low damage, low utility (no/little Spells), and ironically pretty bad at exploration too due to being high-risk. The Paladin party was B borderline C for me - they are OK for survivability before you factor in the melee nature which drops them to something a little above fragile, the damage is behind Fighters and Barbarians being just OK, the skills are OK being Charisma based but lacking good Stealth (MAD and Heavy Armour), and the spells are weak so little utility. The thing Paladins offer is Aura of Protection - take this feature away and its a near bottom tier class. Like the Rogue party, you only really need one Paladin (and it is usually better off switching out soon as you get Aura of Protection). Summarising this class is basically it being a slightly below jack-of-all-trades with a god-tier Aura.
If you're going Genie for the infiltration, go Pact of the Chain as well. That way, after you pop into your genie vessel to go infiltrate somewhere, your Imp familiar just picks up the vessel, turns invisible, and flies in through a window. From 10th level you can exploit this for travel and exploration too. Do a full day's travel while your familiar gets some beauty sleep, then instead of bedding down for the night you all pop into the vessel, and the imp carries you invisibly for another 8 hours while you get a long rest. Doesn't work well with mounts though.
the short rest mutual goal is what really makes this combination soar. I give it an S. The all Warlock party trashes the all Paladin party. If they went head to head against each other, the Paladin party isn't touching this group (literally), and that's even if you exclude exploration, interrogation, utility, social interplay, etc, which the warlocks do much better than the paladins. This team deserves much better than a B. You've ranked this low because you feel the warlocks are glass cannons, but not more so than the wizard party that you ranked highly, and celestial has healing and revivify.
Yeah for them to be ranked so low compared to the dudes' favourite classes seems crazy. I bet that the Sorcerer will have Kelly in their corner arguing for an A or even S but the warlock couldn't even be ranked higher than the rogues lol.
@@katyprarie yeah, i get that the rogues have expertise up to the hilt, but we know that spells are basically superior as only they are capable at bending the otherwise impossible. The rogues only have the limited access thanks to the arcane trickster subclass, but that spell list pales in comparison to the warlocks'. This team definite trumps the All-rogue team as well. Frankly only the sorcerer and wizard classes can give the warlock team a run for their money.
Warlock party sees Paladin party. "We fly now?" "We fly now." Even though Warlocks have a gimped spell list, and limited spell slots per rest, they are still arcane casters, with access to a heck of a lot of spells that simply warp the game, and get them at normal full caster levels. In combat Paladins are better, yes. Every Paladin is a tank and a healer. It's going to be a grind until the Paladins are out of resources, but they will run out eventually, and then the Warlocks have them.
comparing the two most degenerate and worst designed classes in the game "ah yes a party of all of these is better than a party of all of these", yes cyanide is a deadly poison but that doesn't mean I want to take a load of arsenic because it's LESS bad
With the whole Warlock/Magical Girl angle you could probably do a great Madoka Magica campaign. Kelly would especially love how magical girls in that series are basically liches.
An interesting note, if you convert and plot Spell Points for the Warlock and other full casters, there is near parity until you hit 9th level where the Warlock falls behind until 11th where it gets to parity again. If you change level 9 Warlock to getting the three Spell Slots instead of level 11 it retains parity throughout. There is a lot of speculation that the warlock was meant to get the third Spell Slot at 9 but this was changed for some reason not related to Spell Slots.
@@yukiminsan Yes, but he lost his divinity after he was killed by Kiaransalee, the drow goddess of vengeace and undeath. Still kicked her ass when he returned though.
It's pretty feasible to do the cult, but have "different" patrons. "Different" meaning that you have the same patron who chose to have the warlock powers manifest differently. Fathomless & Great Old One have overlapping themes; depending on how you view fallen angels, Celestial & Fiend can work; Genie, Celestial, & Archfey overlap to a point; Hexblade can basically come from any patron; Undead & Undying quite literally reference some of the same entities (even though one of the subclasses isn't that great). I could actually see a campaign centered around an Archfey giving a group of adventurers different pact magic & a grocery list of rare items because they're too busy, & too stubborn to give them all the same powers.
My fourth pick would have been fathomless i think their bonus action tentacle ability can add extra damage and battlefield control without using many resources, ao they can use concentration spells in the back and cover the hex blade later with reaction
Yep, between the Tentacle being able to do slows and damage reduction and then Bigby's Hand at later level the Fathomless has great control and support options. Which this party absolutely needs.
@@adambielen8996 And the lv 14 teleport, while admittedly not amazing, could be made to work with a creative enough player. Especially if given prep time.
My guess is the armourer, battle smith, artillerist, and the alchemist. But I wouldn’t be surprised if they choose the artillerist, battle smith, alchemist and armourer. Both combinations would be good
@@lewisgale62Might be the first time they break their rule about repeating subclasses because I would take a second of any over a single-class alchemist.
@@emperortime4380Personally, I kinda hope they just use all four subclasses. One of the more interesting parts of this series is seeing more niche classes being highlighted. Yeah, the alchemist is the weakest, but it’s not nearly as bad as Four-elements monk or purple dragon knight fighter. I like the idea of them trying to build an alchemist that actually works because they just have to.
@@CyberDrewan There’s way to build it to work. Colby did a great hybrid with the Death Cleric but it takes a lot. Straight class can probably be on par with most mid tier monks.
@@emperortime4380 I agree with both of those sentiments, that you can totally build an alchemist to work, and just going the straight class isn’t that strong. I guess I’m just interested on how the alchemist fairs in the context of a full artificer party. When you have the armorer and battlesmith as frontliners and the artillerist as the blaster, the alchemist can focus solely on the support spells. Still not as great as a support as a cleric or bard, but still works.
Per the genie warlock, I don't see anything that allows the warlock to place others in their vessel BUT NOT THEMSELVES. I believe they would have to enter the vessel (along with those they designate), and someone else would have to be the infiltrator.
@@jinetedelfenix I think they would have chosen Genie even without that mistake, they have great perks (can take those rests inside the talisman) and a strong spell list. Generally one of the best Warlocks to not multi-class
@@lockskelington314 Yes. At 10th level, they can designate up to five people (plus themselves) to go into the vessel...but they can't exclude themselves. I do like your idea of using the Pact of the Chain Imp familiar to carry the vessel. My favorite vessel is the ring with a compartment. (I'm doing this now but with a sprite.)
On the discussion about the patrons I remembered two of my players, one with a warlock and other a cleric and they were always arguing whose patron was better, in the end they were each others patron, literally being powered by friendship (players idea I just adapted)
We played an all warlock party and it was (and still is!) a blast. At level 6 we took on 4 or 5 back to back encounters that came out as deadly for Level 11. We have a Genie Mark of Healing Halfling (our healer, using race and feats to pick up healing spells), a Hexblade Shifter (our tank), and an Archfey Tabaxi (rogue). We've had several other party members over the course of the campaign, including a Fiend Pact (second tank) and a Great Old One Kobold (Blaster). One of the most fun campaigns I've ever played in.
Unfortunately the genie warlock has to be in the bottle with the rest of the party, so I would probably make the GOO the infiltrator and the genie just houses everyone as the GOO walks in.
This is why the genielock is the one who takes pact of the chain. Now your party lives in an invisible flying pocket dimension. While you rest, your familiar brings you where you need to go.
Another avenue for damage dealing in this party might be a ranged Warlock that takes Eldritch Spear, Spell Sniper, and if they really wanna be a sniper rifle, meta magic adept for distant spell. Potentially up to 1200 feet of ranged eldritch blast. Couple that with Devil's Sight and repelling blast/grasp of hadar, and you could push/pull enemies from virtually anywhere. Also you do all this while avoiding all but total cover and moving enemies about for either your party to dump AoE's on them or the hexblade to smite them into a fine red mist. I really can't imagine many enemies that could make it within striking distance of you before they entered your range. Then, once they were locked down they enter an eldritch meat grinder from the party LMAO. Thematically I imagine a stacking series of Doctor Strange-esque magical sigils that act like focusing rings for your blasts that stack from the length of a small pistol to the barrel length of a 50 cal rifle. The mechanical and role play potential of this party is so juicy. I love it. ❤
I think one way to deal with the “running out of gas” problem is to leverage feat, race, and invocation choice to be able to add spells and uses - I’m thinking invocations like Eldritch Sight (Detect Magic) or Misty Visions (Silent Image) that give you at-will spells, Fey Touched and Shadow Touched, Drow or Tiefling to get once-a-day useful spells.
the all warlocks campaign I pitched a while ago was highlander-esque. all their patrons died, and they have to kill the other warlocks of their own patron ( to gain levels ) and eventually take the seat of power, becoming the new patron.
'the council of beings' sounds like an interesting idea. A minor deity is way more powerful if it can cooperate with other deities, giving a motivation for devils, archfae etc. to band together, and then through negotiations the order can eliminate common threats. It can be a way to 'punch up' against powerful beings, but each patron has to be able to compromise. 20:48 the pact of the tome, and the book of ancient secrets, are NOT restricted to the cantrips/rituals from a single class. This means you only ever need a single pact of the tome. So for the complete party there would be 1 pact of the blade (hexblade), 1 tome (book of secrets), 1 chain and 1 talisman. The talisman is non concentration, and can actually stack with guidance for important checks (2d4 can do a lot of work). The weaknesses all get solved by 10th level. This is the biggest boost for warlocks. Hexblade gets the defensive 1v1 ability, celestial gives the party temporary hp every rest and the genie gives 10 minute short rest. Before 10th level, the weaknesses are only compensated by crowd contro and good old 'damage solves'.
I think I'd go undead or fathomless for the fourth party member, especially if you're starting at low levels. This is going to be a squishy party with good but fairly limited heals, and I think someone needs to build around getting the best possible debuff mileage.
From playing a fiend warlock they're surprisingly difficult to kill especially in encounters with lots of minions to pick off because Eldritch (+agonising) blasts is almost quite likely to kill one and then you're getting the temp hp then at level 6 you get a once per rest d10 to an ability check or saving throw then a damage resistance at level 10 so picking a race with a damage resistance (which is probably fire or poison) and then adding resistance to a damage type you expect to see in the coming day and honestly command is a surprisingly useful spell that by using the right word has gotten me or party members out of a few bad situations I've had encounters where the temp hp meant I took less than 10 points of damage to my actual hp in the entire combat and most of it was because I got attacked twice without getting a turn
Book of Ancient Secrets (the Pact of the Tome Invocation that gets you Rituals) does not restrict you to a single class and just grants access to every Ritual period. Because of this, one of the Warlocks could take Pact of the Talisman and throw that on the Hexblade to help them survive a little better (and also do some extra damage).
The neat thing about an all Warlock party is that as long as you all have max CHA, you could reasonably split up who has which secondary stat just to make sure you do have a guy who can make a STR or DEX check.
Could definitely have seen this go in the "Warhammer" inspired direction - four warlocks of the chaos gods, all vying for favour and to prove their god is strongest. They all focus on different aspects of the game and patrons that would easily fit with these patrons (Hexblade - Khorne, Blaster/Caster - Tzeentch, Healer - Nurgle, Face/Infiltrator - Slaanesh)
Note on Hero Forge, the color printed minis will be blotchy and fragile. I've ordered two different minis at least 1 year apart and the colors were not what I placed on the design and the colors were not even. Any part of the mini that extends from the core, like most arm or weapon poses, WILL break off with a short drop on carpet. Roughly a four foot drop will do it. These criticisms are only regarding the color printed minis. The normal and premium plastics are great.
Oh, the possibilities with all the Eldritch Blasts! I believe a previous episode here mentioned a 120-foot long hallway with a bunch of warlocks at the end, and the other side had to get to them while continually being pushed back.
And really, Fathomless is just Great Old One, but wet, so you could easily flavor them giving separate warlocks different types of powers. And the hexblade is arguably the easiest: you can say that the sword or whatever is actually a piece of a claw or appendage of the patron, and has become sentient. Why? Well, if I told you how, your brain would melt. Boom. Four warlocks with different subclasses and the same actual patron.
The genie warlock has to go into the vessel, so they could not put everyone else in there and then sneak into a place. Someone else should be the sneak and carry the vessel with the remaining party members.
That’s why you’re going to have to get really good rolled stats or use a set of stat picking devices instead of the standard array that gives your party the best chance of survival, in addition to getting that special homebrew that lets everybody pick a first level feat, also with ASI’s everybody gets a feat and an ASI boost there’s a lot of considerations for this
An idea for a group of different people inhabited by different entities would be the Jinchuriki from Naruto. They all hold a different beast that gave then different powers while still having similar ones that all jinchuriki shared
One character with the at will detect magic its really great for exploration and investigation because even as a ritual you cant use it casually or for small things
Imagine the terror of seeing Hunger of Hadar, Spike Growth, Sickening Radiance all cast in the same location and a volley of Eldricht Blasts coming at you to cheese grate you. Survivors get Hurled Through Hell!!!
I actually made "the magical girl is a Warlock" connection long ago. My first official 5E character (after playing in the D&D Next playtest) was an Archfey patron Warlock for an Adventurer's League game. Laura was a handmaiden of the Summer Queen, Titania, and I would reflavor her Eldritch Blasts as unicorns, rainbows, shooting stars. In addition I drew inspiration from Peulla Magi Madoka Magica, where one of the magical girl characters is always eating something, but never gains weight. Laura was an urchin who stole food from everywhere she went and ate it at inappropriate times. Unfortunately, I never completed Laura's quest to defeat Tiamat, as I moved from New York and couldn't find another AL game to continue playing her in.
1st warlock disguises as the guard captain and starts the ruse.... the veteran guards are suspicious and won't go against the Lords orders... second warlock arrives disguised as the Lord... but this mission was ordained by the king... third warlock comes disguised as the king.
You could also build a group of delinquents having to spend the day in detention, similar to the Breakfast Club. Your popular pretty girl as your Fey Warlock, who is constantly using her looks and Charisma to get what she wants. Your athletic jock as your Hexblade Warlock, who also prioritizes more into Strength than Charisma. Your rebellious flunky as a Genie Warlock, who specializes in Dexterity and Stealth. And lastly, your geek/nerd as a Celestial Warlock, who dumps Charisma and has a higher Intelligence. They have the Pact of the Tome and they also heal everyone in hopes that they are excepted by the cool kids.
The sailor scouts are absolutely all warlocks, but Puella Magi Madoka Magica is basically that realization taken into the extreme! Also, Kelly, please, *please* watch or read “The eminence in shadow”!!!
Make a contract with me and become a Magical Girl! /人◕‿‿◕人\ More seriously, I've read an essay on the Magical Girl genre that mentions that either their powers are granted by an outside entity, or they are hers by birthright, with Sailor Moon being a combination of the two, so that would mean Sailor Moon is a Sorlock.
Another thing to add is that you can also chose a different vessel like a ring or something easier to conceal and just keep one person out and about. Then when an opportunity presents itself the one with the vessel yeets it like a pokeball and just spawns a bunch of warlocks all with prepared actions to just absolutely glass anything in sight. Especially since while inside the vessel you can hear the outside world as if you were in it's place. Also, the fact that later on even just being in the ring for 10 minutes will grant you the full benefits of a short rest is gonna be absolutely game changing for an all warlock party. Now just pick a race that can long rest in 4 hours and now you can basically almost never get locked out of your ring unless you're forced out
I actually recommend the genie warlock take pact of the tomb for a few reasons. First is the ability to not require sleep with an invocation. While everyone else snoozer the lamp, the genie can stand watch. Also throw in the invocation to make them a ritual caster, allowing for things like the tiny hut, and other useful rituals. Also the invocation to let them basically do sending with their book alongside an auto raise with their book will be immensely useful, and helps with the limited spellslots. On that note. I could see each warlock taking a different pact to further differentiate them, though overlap there isn't an issue.
A warlock group also really works well for the Decent into Avernus Campaign, as that campaign can start with your whole party having lost their memory and they don't remember who they are but it turns out they are all Warlock of Zariel in one form or another that went to Avernus with different goals, the fiend wants to free Zariel or find her sword and break it to make sure she can never be redeemed, the Celestial one can be an elf who was her warlock when she was good and he went there with the goal to reunite her with her sword and redeem her, the Hexblade can be someone who directly got his powers from Zariel's sword (as it is an powerful sentient entity in itself) and went into Avernus to find it and kill her with it. But during the game you drop hints why witch warlock was sent there but you also give them a lot of red hearings, like the fiend warlock was maybe a really good guy who helped out a lot of people and takes care of an orphanage while the celestial one is known across the lands as a war criminal, but at no point do you reveal that Zariel is their patron until they come face to face with her.
I fully agree that magical girls are warlocks. One of the very first characters I tried to play in dnd was a magical girl warlock. I tried making her patron a powerful unicron (celestial) My dm wasn't as enthusiastic about it as I was though and it sort of fell through
Maybe the patrons are all powerful entities that have been trapped in a sort of prison dimension by their respective enemies and have to work together to escape by giving mortals powers to come release them. A celestial, a demon, a genie and a fey lord having to work together seems so funny. Imagine a warlock trying to communicate with thier patron and they can hear the patron of another player nagging in the background.
You are both 100% correct about Magical Girls being warlocks. You should check out Madoka Magica, anime which is the dark version of what Magical Girls are all about.
We actually did just that: all party warlock! Part of a Witches's coven, working as a school kinda thing, 3 warlocks and 1 eldritch knight (but with warlock spells and invocations) Was really fun, we had 3 different patrons and we were able to play differently enough to not be identical.
Regarding the squishy nature of Warlocks; Moderately Armored is actually a very solid feat! A 13 DEX from start and Moderately Armored gets you AC 19 at level 4, or 18 and no disadvantage on Stealth.
My level 6 Harengon Warlock with a Pact of the Tome Genie Patron has a set of Illusionist Bracers. Gifted to him after saving a noble. The DM gave us each a magical item. I asked for those and he gave em to me! That's right folks 4x Eldritch Blasts at level 6! If he ever makes it to level 17 he'll be poppin off 8 Eldritch Blasts a turn!
When the Genie WArlock is brought up around 11mins, Kelly suggests the Genie stuff the party in their Bottled Respite+Sanctuary Vessel features and stealth. Unfortunately, RAW states that the Genielock uses the Bottled Respite targeted at self, and Sanctuary Vessel allows them to bring a number of willing targets inside with them. Creatures, such as player characters, cannot remain within the Vessel without the Genielock, however objects such as adventure gear, stolen loot, etc can remain in the vessel, unless the genielock dies or the vessel is destroyed. Also rules as written, this is a one-time use per long rest. However, around that time, spells like dimension door, arcane gate and teleportation circle become available for exit strategies after using the Vessel to stealth into where ever the party needs to break in. Also, a 10min short rest is great utility as well.
Front Line: Hexblade (obvious) Fiend or Ifrit Genie (Fire Shield, Shadow of Moil, and Armor of Agathys) Back Line: Celestial (Tome Pact) Great Old One (Chain Pact)
I ran a magical girl campaign and it was a ton of fun. They could be whatever class they wanted but they basically had stats on par with a commoner when not transformed and could only transform a number of times per day equal to their proficiency bonus.
Multiple warlocks in one party (especially, but not necessarily, with different patrons) is just asking the DM to come up with plots where the patrons have the player characters working at cross purposes, and the PCs have to figure out a way to navigate the situation (and potentially subvert the intentions of some or all of the patrons in the process). Potentially in a "bad for the player characters, good for the players (and story)" way. My favorite!
They can rest in genie's vessel, even if surrounding area is dangerous to rest normally. At lvl 10 when whole party can enter in vessel, they can stay in there 8 hours (long rest) or just 10 minutes and take short rest, when they also get boost to healing.
I like the idea of an order of warlocks who have trapped a Great Old One away, and are siphoning off its power in hopes of one day defeating it. Maybe even having one of their party be coerced into trying to free it. Would be an interesting twist from the traditional way of playing a warlock!
Guys you don't need two Pact of the Tome. You don't have to pick a single spell list for it. You get ALL rituals with Pact of the Tome. If I were planning this I would choose Celestial Pact of the Chain, Hexblade Pact of the Blade, Undead Pact of the Tome, and Genie Pact of the Talisman. Celestial gets the most benefit having a familiar who can deliver touch spells for them, especially if they choose one that has some extra mobility or invisibility. Hexblade is obvious for needing more martial ability, and they'll be the only one of the team capable of casting Shield, so when the team gets ahold of rings of spell storing they're going to need to fill them up for everyone in down time. Undead can focus on getting utility ritual spells with their Book of Ancient Secrets and pick up strong crowd control spells for their slots. Genie would be a lot like how Kelly pitched it as the infiltrator and face of the group, who also has some supplemental support features from their unique Invocations.
The "constantly stopping for tea and coffee" bit gave me an idea for a consumable magic item: a flask of arcane arabica thats basically a short rest in a bottle. It would definitely have to be rare, and it wouldn't be of much value to anyone but warlocks
The all tiefling warlock party went also be really strong, especially if everyone takes the Infernal CON feat. Then every player has resistance to Fire, Poison, & Cold damage. Then take into account a few subclasses to get an additional resistance: 🔸 Celestial= Radiant 🔸GOO= Psychic 🔸Undead= Nectotic 🔸Dao= Bludgeoning 🔸Djinni= Thunder The other 2 genies & Fathomless are redundant for fire and cold since you already get those with being a tiefling & Infernal CON.
City setting. A guild of lawyers. Warlocks may apply to guild to enforce, create, and evaluate contracts and all agreements between city entities. Each warlock can have their own financial reason for joining the guild for clout or status. They can be lawful, good, or evil, or turn the concept upside down with chaotic. Party can be noble attorneys or scummy prosecutors of the state. Possibilities ensue. Mystery campaigns and clue management, maybe even have the players participate in a trial using clues theyve gained in their adventure.
Definitely agree with Genie and Celestial being really good for an all-Warlock party. Hexblade is kind of an obvious choice, but I don't think it's as required as it seems. It takes a little bit of extra work, but you can build an acceptable front-liner with other Patrons. Imagine, for instance, a VHuman or Custom Lineage Dao Genie Warlock, taking Moderately Armored as their level 1 feat, and then going with the Gate Warden background from the Planescape book and selecting Chaotic for their Scion of the Outer Planes feat. They get Medium Armor and Shields from Moderately Armored, Poison resistance from Scion of the Outer Planes, and at level 6 gain resistance to Bludgeoning damage from their Dao patron. Or maybe do something like a Fathomless Warlock, so at level 6 instead of gaining resistance to Bludgeoning damage they get Cold Resistance and can use their tentacle to reduce incoming damage by 1d8. Or maybe Undead Warlock, with extra temp HP from Form of Dread, being able to Frighten enemies (and thereby give them disadvantage when attacking), as well as gaining Necrotic resistance/immunity and the ability to revive themselves if knocked out at level 10. Any of those would probably be able to compete with the Hexblade at tanking, especially since Armor of Hexes doesn't come online until level 10. Personally, my ideal party would be Genie, Celestial, Fathomless, and Undead. Genie would be the front liner, Fathomless as support (using the tentacle to protect the Genie Warlock), Undead as a support controller/infiltrator/primary blaster, and Celestial for healing. Genie as the front liner would go Blade, Celestial as healer would probably be best as Tome, and the Fathomless and Undead could go with any of the Pact Boons depending on their final build.
A fun One-shot idea with this concept could be to have the main villain also be a warlock: The BBEG has obtained an artifact that could ruin the plan of the patrons of the party warlocks, so they each sent their contracted warlock to remove the BBEG while teaming up with the other member of the party, but secretly tasking them with the goal of obtaining the artifact for their own patron, then after the BBEG is defeated you can have end the session with a rush of the player toward the artifact and a free for all between the players . That would also make the player have another layer on how they play the last fight against the BBEG, do they go all out or do they keep something back to prepare for the final rush ? Maybe intentionally letting another player die to make the aftermath easier
If you give the genie patron character the pact of the chain, and have an invisible imp flying around carrying the item with everyone in it, you also have a fairly easy time with travel.
At your point around 20:50, why did you say that you needed 2 pact of the tome warlocks to get "nearly" all the rituals? The Book of Ancient Secrets invocation is not the same thing as the Ritual Caster feat. Ritual Caster gets you the rituals from just one spell school; Book of Ancient Secrets gets ALL OF THEM. A single Pact of the Tome Warlock can learn every single one of the 30+ ritual spells in existence, and they are all available for casting at all times.
Guys! Drakkenheim is the perfect campaign for this party! Every patron has a stake in the city, maybe one has an item in the castle it wants recovered, the delirium is warping a patrons dimension so it wants it gone, one patron wants to take all the delirium and use it, and one patron caused the meteor to hit the city. Or something like that. It would be awesome!
Another option for a skill based character is that they can take pact of the talisman. It’s great for safety and saving throws, more importantly they can also add a d4 to most skill checks.
One thing to point out is that if you're playing a dragonborn you can get dragonhide feet which would give you basicly mage armor not tomention that warforge and autognomes get a boost to ac and of course there's the tortle which would solve part of this issue with weather or not to take mage armor
The main campaign I'm playing in started as an all warlock party. Two of us even picked the fathomless subclass, though spell choice and drastically different patrons led to them feeling very different (my friend's tentacle of the deep is a literal tentacle and mine is a quasi-real snake, for example). Of course, two died and now there's a chaotic insane fighter and a crazy barbadin, but its a blast (perhaps even eldritch).
All warlocks should definitely be S, based on how you build them. I also think it's an oversight not to mention Fathomless for character number 4. It's the king of area control and its defensive features stack brilliantly with the Hexblade.
Can confirm, my Paladin player loves me because of my tentacle and its ability to just negate 2d8 damage. Tack on its own -10 feet attack, which just has to hit, not damage, my Bigby’s Tentacle, Evard’s Black Tentacles, Forcecage, Sickening Radiance, Sleet Storm, Silence, Gust of Wind… Fathomless Warlocks love crowd control.
@@nocteexmortis979 The tentacle + Lance of Lethargy + Slasher on the Hexblade is excellent single target lockdown. If they are also in Darkness and Spike Growth, they are not having a good time.
Another great video guys! After doing some research on changelings I noticed that the social group they belonged to might share a persona, someone famous that all of them take turns playing so no one suspects any one changeling. Or even a revered persona that only certain changelings have permission to use, usually after partaking in some sort of initiation ritual. The whole thing is ripe with story, and depth, and roleplay opportunities.
I think the Dudes overlooked one of the best parts of the Genie in this group. If the Genie had a familiar, the familiar could carry the Genie's vessel with the entire party in it, and the Genie should be able to look through the familiars eyes in order to direct where they were flying to. Conversly, you can only enter/leave the vessel once per long rest, so while this would be incredibly useful once per day, it doesn't give you a safe short rest zone ad infinitum.
This series has made me crave a series on "How to Build your BBEG: (Bard)" (for each class) and talking about how they could use powerful abilities and items to offer players a fun challenge
Something that a lot of people don't know, and Disney is no help in this as they always get everything wrong, is that the Djinn don't actually live in an object, instead they live in the "reflection world". The reason you rub the lamp is to make it more reflective so you can commune with the genie. This is how there can be a genie of the ring. Further, in the story of Aladdin, there is no limit to the number of wishes you get from the genie. That idea comes from a different story in the Arabian Nights where a fisherman draws up a jug in his net and opens it and the genie trapped inside gives him the option of choosing how he'll die. The fisherman is distressed and angry that he set this being free and now must die. The genie explains that for the first 1000 years of captivity he would allow whoever rescued him three wishes. Then after another 1000 years he'd give one wish. Then finally after another 1000 years he'd only let his liberator chose the manner of his death.