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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Chaosmancer

Legend
Also, I know it sort of misses the point, but the Warlock capstone is pretty weak anyways. Someone casting the Catnap spell on you does the same thing. And when a 3rd level spell is about as good as your 20th level ability, there is a problem.
 

doctorbadwolf

Heretic of The Seventh Circle
I'll acknowledge that the information was sparse, but what was in the prose version that was missing in the summary version? Because the point was that both versions contain the same quantity of useful information.
You didnt quote the whole prose version, so I don’t know.

But I can say with certainty that I’m just not gonna use the second example, regardless of whether it’s got the same data or not.
 

Oh it's definitely a good ability. Another benefit is that at the level you can finally bring in allies you can use it as a place to hide for a long rest. Who's going to suspect a battered lamp or bottle as something that holds the party.
There are lots of creative uses for it, especially if you have a familiar who can carry it about. Need to infiltrate the villain's hideout? Everyone hide in the bottle. Need to escape a trapped room full of poison gas? Quick, in the bottle. Ship sinking? In the bottle.
 


One tweak i would love to see them make to the Genie pact warlock is to add Planar Ally to the spell list - perhaps with a 'genie only' restriction. Maybe remove Phantasmal Killer, and even add a genie-only Planar Binding too? It's a fairly small modification, but it really helps emulate the old 2e Al-qadim feel a bit more, where being a sha'ir was as much about negotiation with genies as it was about blasting things. I'd also hope if they published this they'd add gen options as familiars for Chain pact warlocks too.

I do like this pact as a whole, but it really does expose the limitations of using the core warlock as the basis for subclasses. Fundamentally, the warlock is very often a vehicle for dishing out force damage via Eldritch Blast. Many of its invocations are directly tied to Eldritch Blast, and it's really hard to make a warlock that can carry its weight in the average party without Eldritch Blast and Agonizing Blast, at the very least.

(The blade pact hexblade is the exception that proves the rule - a whole new slate of invocations and spells had to be invented in order to make it viable, and even then most builds I've seen take Eldritch Blast for some ranged capability)

Surely an efreet-pacted Warlock would be throwing fire around rather than force, thematically? Well, Produce Flame is simply laughably weak when in comparison with Eldritch blast. Less damage, less range, no options for improving it via invocations, and a more easily resisted damage type. Same if you pact to a dao - i guess you start using Magic Stone? It actually does quite well early on, because it adds the casting stat to damage, but it simply doesn't scale at all. And - elephant in the room - you're not even going to be able to cast either of these in the first place without Pact of the Tome or Magical Initiate, because they're not on the warlock cantrip list.

I hope the designers will put some thought into addressing the tyranny of Eldritch Blast and making it possible to make a more thematic warlock. It's just such a mandatory choice for a warlock at the moment (unless you're intent on going full melee hexblade), and a mandatory choice is no choice at all. Even having some pacts modify the energy type that Eldritch blast puts out would be an improvement. Other than the Genie pacts dealing elemental damage, an Undying pact warlock that used a necrotic Eldritch Blast would seem a perfectly in-theme change.
 



Chaosmancer

Legend
There are lots of creative uses for it, especially if you have a familiar who can carry it about. Need to infiltrate the villain's hideout? Everyone hide in the bottle. Need to escape a trapped room full of poison gas? Quick, in the bottle. Ship sinking? In the bottle.

It is great, but I would have to point out that the eight hour time limit should be observed, especially if you are getting in the bottle to avoid drowning in a sinking ship. Because while you didn't drown, that bottle likely ended up buried in rubble, and you've simply delayed dying.

Now, if everyone except one who then dimension doors and swims. Viable strategy. You could even potentially survive swimming across the ocean that way, taking everyone into the bottle for long rests...That would be intense and impressive though. Kind of want to run that scenario and see what happens.
 

Bottles float.

And when you are up to 8 hours duration, you can take a long rest inside, and hence sustain the bottle indefinately.

And it makes an ideal place to keep your Apparatus of Kwalish.
 
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Not if they are inside the hold of the ship when it begins sinking. Or if something like a loop of rope or a sail drops on them and sinks before the entire ship is underwater.
You can position your bottle before you go into it. It takes more than a round for a ship to go down. Or have your familiar carry it to safety.
 

Chaosmancer

Legend
You can position your bottle before you go into it. It takes more than a round for a ship to go down. Or have your familiar carry it to safety.

Yeah, I know (if you have a familiar) but I wanted to point out that it isn't a permanent solution and that it might still run into some problems.

Also, it can be damaged, but it doesn't say if it is effected by environmental factors at all. I'm wondering if you could use it to wait out like a wildfire or something. Gut says yes, but not sure what mechanics say
 


G

Guest 6801328

Guest
I'm loving all these ideas. I'd love to see what creative players would come up with; the DM could easily rein it abuses.

"The giant's daughter bends over and picks something up. 'Oh, father....look at the lovely bottle!'"
 

Undrave

Hero
You can position your bottle before you go into it. It takes more than a round for a ship to go down. Or have your familiar carry it to safety.

Or you have 1 ally capable of swimming, like a druid or one of the aquatic race. They carry the bottle with the rest of the party to safety.
 

ccooke

Adventurer
So... I think it's reasonable that something like a fire would certainly damage the vessel. It's immune to poison and psychic damage, and neither immune nor resistant to anything else - so, fire damage would destroy it.

So would bludgeoning damage, of course.

It's a tiny vessel, so it would be very light. You explicitly appear in unoccupied spaces nearby when it gets destroyed, and it says that objects inside "harmlessly" appears nearby.

So... tie it to a rock and use a trebuchet, anyone?
 

Chaosmancer

Legend
So... I think it's reasonable that something like a fire would certainly damage the vessel. It's immune to poison and psychic damage, and neither immune nor resistant to anything else - so, fire damage would destroy it.

So would bludgeoning damage, of course.

It's a tiny vessel, so it would be very light. You explicitly appear in unoccupied spaces nearby when it gets destroyed, and it says that objects inside "harmlessly" appears nearby.

So... tie it to a rock and use a trebuchet, anyone?

To the last idea, that is hilarious.

To the "tiny" part, remember that as a size category tiny refers to anything smaller than like two and a half feet. So a wrought iron cook pot would be "tiny" as well. And this is where I see the potential argument. A copper lamp for example has a decent chance of surviving a fire intact, and an iron or steel one would certainly be fine. So, when if fire hot enough to start damaging the equipment?

But, that is just me thinking too hard about physics, per RAW, tosing it in a campfire would destroy it. It just bothers me to see a steel, magical lamp get destroyed in the same cook fire that we use on our iron cooking pot every day.
 

ccooke

Adventurer
To the last idea, that is hilarious.

Travel in style, arrive with grace ;-)

To the "tiny" part, remember that as a size category tiny refers to anything smaller than like two and a half feet. So a wrought iron cook pot would be "tiny" as well. And this is where I see the potential argument. A copper lamp for example has a decent chance of surviving a fire intact, and an iron or steel one would certainly be fine. So, when if fire hot enough to start damaging the equipment?

But, that is just me thinking too hard about physics, per RAW, tosing it in a campfire would destroy it. It just bothers me to see a steel, magical lamp get destroyed in the same cook fire that we use on our iron cooking pot every day.

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.
 


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