Unearthed Arcana Revived, Noble Genie and Archivist Revisited in UA

The latest Unearthed Arcana replaces the Revived, Noble Genie, and Archivist subclasses with new versions called the Phantom, the Genie, and the Order of Scribes.

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Kobold Stew

Last Guy in the Airlock
Supporter
A five ounce familiar could not carry a one pound bottle.
 

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Travel in style, arrive with grace ;-)



Well... the classic genie lamp isn't steel - they're generally brass, bronze or (occasionally) gold. Any of those could actually be melted in the heart of a decent campfire.
As per rules, the vessel could be a ring, which would you would expect to easily survive the heat of a fire.

However, as per rules, the vessel, no matter what form it takes, has level + proficiency bonus hp, and takes full damage from everything except poison and psychic.
 

ccooke

Adventurer
As per rules, the vessel could be a ring, which would you would expect to easily survive the heat of a fire.

However, as per rules, the vessel, no matter what form it takes, has level + proficiency bonus hp, and takes full damage from everything except poison and psychic.

... Why would you expect a ring to survive a fire when a lamp of the same material might not?

(This is utterly academic of course; the right answer is "If the GM thinks it takes damage, it does")
 

... Why would you expect a ring to survive a fire when a lamp of the same material might not?

(This is utterly academic of course; the right answer is "If the GM thinks it takes damage, it does")
Rings are not usually made from the same material as lamps or bottles.

A ceramic vessel would probably be best able to withstand heat - but the rules don't allow for different materials, the vessel is made out of magic.

The stereotypical genie lamp would probably be made out of brass, which has a melting point of around 900 degrees C. But that's not the whole story - metals will oxidise and/or become soft and warp long before it melts. Glass has a much higher melting point of around 1400 degrees C, but for most types of glass differential expansion will cause it to shatter long before it melts.

The melting point of gold (ring) is around 1000 degrees C, but it would not oxidise before that point.
 
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Chaosmancer

Legend
Actually, the rules say that a character can’t benefit from more than one long rest in a 24-hour period.

Ah, yep (third edit on my part)

So, the thing I didn't think worked for this was that you could reenter the bottle immediately after finishing the first eight hour rest. However, the phrasing for the timing allows it to work. It says "when you enter the bottle you cannot enter it again until after a long rest" So, since that limit is imposed when you enter instead of when you leave, after everyone is kicked out of the bottle you can use your action and suck everyone in for another 8 hours. You were exposed to everything outside for less than six seconds, so it was probably fine.

The issue, like you point out, is that the next eight hours you spend cannot grant a long rest, because it has not been 24 hours. So, you could bottle up for 16 hours, but then the next 16 hours is spent out in whatever environment.


What I am now curious about is when you hit level 17. With prof +6 you get 12 hours, then if we double it, you get 24. Now, I don't think there is anyway... yeah, even if you went Elf for the 4 hour long rest trance, there is not way to chain these hours together so that you can stay in the bottle "indefinitely" because by the time you had to take the second long rest, it has to have been only 12 hours since your last long rest.

There is probably a work around to let people take more long rests quickly and ignore the 24 hour rule, but I don't know what it would be.
 

Wolfwood2

Explorer
Genie Patron: This is also quite nifty. I think it needs some fine-tuning on the details. I don't like bludgeoning damage for dao; bludgeoning is one of the few damage types that is commonly dealt but rarely resisted, so both "bonus bludgeoning damage" and "resistance to bludgeoning damage" are extremely useful. The other three face a tradeoff here, daolocks don't. Also, giving a fly speed to all genielocks is... odd. Maridlocks can fly but they can't breathe underwater?

All types of Genie can fly. Djinni are better at it than others and Dao are the worst, but they can all fly. It's an innate genie thing.

On another topic, I reverse engineered a 5E version of Limited Wish from the class feature and the Wish spell.

====
Limited Wish
7th-level conjuration
Casting Time: One action
Range: Self
Components: V
Duration: Instantaneous

As an action, you can speak your desire, 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. The spell will be cast as if using a spell slot of whatever level the spell is. If the player does not have a specific spell in mind, they may simply state their wish and the DM will choose whatever spell can best fulfill the desire, even if only partially. (I.e. if they wished for 'great treasure', a Programmed Illusion might create the permanent image of great treasure.)
====

As with a lot of 5E mechanical stuff, the subtle bits are important. Limiting it to spells that have a casting time of 1 action does as lot to limit poaching the best stuff from other class spell lists. You can't duplicate Commune, Geas, Legend Lore, Hallow, Raise Dead, Create Undead, Find the Path, Heroes' Feast, Planar Ally, Awaken, Commune with Nature, Reincarnate, Scrying, Conjure Fey, Windwalk, etc. (To name some of the higher level examples I checked.) Keeps things a bit under control.
 

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