D&D 5E Pact of the Vessel + Invocations

Hawk Diesel

Adventurer
So it may just be me, but I don't think the Genie Patron makes a lot of sense. The way I conceptualize genies based on stories like Aladdin, genies are bound to their vessels and servants to whoever possesses their vessel. They aren't really in a position to grant powers to others in the way other patrons can. Of course, creatures like Djinn, Dao, ect exist in D&D and are portrayed very differently than the genie from Aladdin, but even those creatures as presented in the MM don't seem to be on the same level as other patron concepts that exist.

However, the idea of having a vessel like a genie is pretty cool. So I wondered if perhaps it might work better as a warlock pact rather than a patron. So below is the Pact of the Vessel, as well as a few Pact Invocations. I like to have 5-6 pact-specific invocations, so if anyone has any ideas let me know.

Pact of the Vessel

Your patron gifts you a magical vessel that can provide you shelter and protection. 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 Vessel table.

Pact Vessels

d8
Vessel
1​
Oil lamp
2​
Urn
3​
Ring with a compartment
4​
Stoppered bottle
5​
Hollow statuette
6​
Ornate lantern
7​
Skull
8​
Locket necklace

As an action, you can magically vanish and enter your vessel. In order to enter your vessel, it must be on your person or somewhere you can see within 30 feet. 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 as long as you wish. You exit the vessel 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.

If you lose the vessel, 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 it destroys the previous vessel.

The vessel turns to ash when you die.

Invocations

Mobile Vessel

Prerequisite: Pact of the Vessel feature

You learn the Mage Hand cantrip. It doesn’t count against your number of cantrips known and is considered a warlock spell for you.

When you enter your Pact Vessel, you can now see as well as hear the area around your vessel as if you were in its space. From within your vessel, you can use the Mage Hand cantrip to move objects outside the vessel, including moving the vessel itself.

Prison Vessel
Prerequisite: 12th level, Pact of the Vessel feature

You have learned ways to trap creatures within your vessel against their will. As an action you can target a creature that you can see within 30 feet of you. The target must make a Wisdom saving throw or become trapped in the vessel.

As long as it remains in the vessel it is incapacitated. A creature trapped in the vessel doesn't need to breathe, eat, or drink, it doesn't age, is immune to all damage, and cannot be targeted by any spells. The creature is conscious and can hear the area around your vessel as if it were in the vessel’s space. As a bonus action you can allow the creature to audibly speak through the vessel. The creature can continue to speak freely until you use another bonus action to force it into silence.

The creature will remain in the vessel until you use an action to release it or the vessel is destroyed. If you use an action to release the creature, it appears in the unoccupied space closest to the vessel. If the vessel is destroyed, or you create a new vessel, the creature appears in an unoccupied space closest to you.

As long as a creature is imprisoned in the vessel, it cannot be used for any other purpose.

Private Vessel
Prerequisite: Pact of the Vessel feature

Your vessel, as well as any creatures or objects contained within, can’t be targeted by any divination magic or perceived through magical scrying sensors.

Rejuvenating Vessel
Prerequisite: 16th level, Pact of the Vessel feature

In times of need, your vessel can suffuse the occupants with restorative energy. Any occupants that spend at least 1 minute in the vessel receive the benefit of finishing a short rest. Anyone that spends hit dice as part of this short rest can add your charisma bonus to the number of hit points they regain. They also receive temporary hit points equal to your warlock level. Once a creature has benefitted from this short rest, they must finish a long rest before they can receive these benefits again.

In addition, any occupants that spend at least one hour in the vessel can gain the benefits of a long rest. Once a creature has benefitted from this long rest, they must wait at least a week, or 5 game sessions (whichever comes first) before they can benefit from this long rest again.

Vessel of Comfort
Prerequisite: 7th level, Pact of the Vessel feature

Your vessel increases in size from a 20-foot-radius cylinder to a 60-foot-radius cylinder. You can divide this space into various rooms as you desire, and the interior is furnished and decorated as you choose.

When you enter your Pact Vessel, 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. Not only does your vessel comfortably accommodate all its occupants, but it also contains enough food and water to satisfy the needs of the occupants. The food is deliciously flavored and the water is refreshing.

Any furniture, objects, food, or water that originated from the vessel dissipates into smoke if removed from the vessel.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave, are killed, or the vessel is destroyed. Any ejected creatures appear in an unoccupied space next to the vessel.

Vessel of Holding
Prerequisite: 5th level, Pact of the Vessel feature

Your connection to your vessel has given you more versatility to call objects from the vessel, as well as store objects into it. As long as your vessel is within 30 ft of you, you can use a bonus action to name an object stored within your vessel. The object then appears in your hands. If you are holding an object, you can use a bonus action to cause it to vanish and be stored within your vessel. In order to store an object in your vessel, there must be space for it.
 
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Hawk Diesel

Adventurer
I assure you, the Jinn of folklore can be powerful enough to be on par with Archangels, pagan gods, powerful demons, or Archfey.
and only some are bound in items, like Alladins ring and flask.
That may be, and I'm sure there's plenty of lore to support a Jinn or Genie patron. But I don't think such an archetype should focus so heavily on the vessel. I feel like the vessel is more appropriate as a Pact Boon. If a Jinn or Genie patron should exist, it should focus more on their lore and powers.

I mean, if Jinn/Genies are on the level of archangels, demons, and ect but only a few are bound into items, then it should follow that powerful non-Jinn/Genie beings have also been similarly bound. Why are Jinn/Genies the only patron to reflect this then? Is the lore of these creatures not substantial enough to stand on its own to support the mechanics of an archetype without the vessel?
 

doctorbadwolf

Heretic of The Seventh Circle
That may be, and I'm sure there's plenty of lore to support a Jinn or Genie patron. But I don't think such an archetype should focus so heavily on the vessel. I feel like the vessel is more appropriate as a Pact Boon. If a Jinn or Genie patron should exist, it should focus more on their lore and powers.

I mean, if Jinn/Genies are on the level of archangels, demons, and ect but only a few are bound into items, then it should follow that powerful non-Jinn/Genie beings have also been similarly bound. Why are Jinn/Genies the only patron to reflect this then? Is the lore of these creatures not substantial enough to stand on its own to support the mechanics of an archetype without the vessel?
Yeah I can agree with all that.
 


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