Just who is whose master now, huh? This Warlock subclass provides you with a twist on rubbing a magic lamp and getting three wishes from a genie. Players have been trying to summon genies for years with no luck to speak of (due to their CR being too high for the appropriate spell to work) and, evidently, the genies have been watching. Unlucky for you, they have the power to snag themselves a level 1 adventurer, so get ready to grant them unlimited wishes!
The subclass features below have short summaries of the rules they relate to. You can download the full rules for this subclass for free from the Wizards of the Coast website, here.
Noble Genie Spells
You get a wild and wacky set of spells to choose from here, and on first read it made me think of cartoon genies (in a good way). Things like Enlarge/Reduce and Polymorph seem destined to give your Warlock endless fun. Creation seems more like the deals we're used to seeing – you wish for something and it appears. Sleep and Fog Cloud at level 1 seem very appropriate and in keeping with the mystical theme. All in all, this looks like a very flavourful list.
Collector's Vessel - 1st Level
You gain a magical item which allows you to bind a willing creature to it for an hour. While they are bound, you add your Cha mod to your Perception checks and you can deliver spells you cast from the bound creature's space if you choose.
Yes. Top marks. As with some of the other subclasses in this article, there's a table you can roll on to determine what magical trinket links you to your genie overlord, but you're allowed to pick and so I'm choosing lamp every day of the week, thank you! As you can tell I got pretty hyped about how awesomely flavourful this is, and so it took me several reads of the following text before I calmed down, took it in and spoke the following words of wisdom:
Choose a willing creature. Off I trotted to the internet, the Players Handbook, the Monster Manual, Sage Advice, just to confirm what I believed to be true, which is that your fellow party members are indeed creatures. (A reminder was also right there in the UA article - duh!) It was one of those situations where you know you were right, and you can remember instances of checking this when you started playing the game from things like basing healing spells... but you still have to double check because it seems crazy. You can bind one of your party to your collector's vessel. Please never pick this class without some kind of social contract in session zero where they agree it's a rule that they have to shout “NOT THE LAMP!” any and every time it happens as dramatically as possible. Even if they declare themselves willing as per the requirements of this feature.
There is no downside to being bound, unless your friend considers being part of a genie's menagerie (without actually being transported anywhere or gawked at by said genie) to be bad. If they do, they can just walk away. Once they get over 100 feet away from your vessel, they're not bound any more. Easy as that. However, one of the two bonuses that you get from your voluntary pet is bonkers good.
Let's get the mundane one out of the way first – you get a bonus to your Perception checks. This is obviously useful for the purposes of noticing things, which is always an integral part of running through a dungeon or roleplaying in general. That pales into insignificance next to the ability to deliver spells that you cast from their space, though – without them having to use a reaction. Your familiar, if you have one, has to use its reaction if you want to cast a spell through it. Instead, you now have a situation where a Barbarian can just cast your Bestow Curse on their enemy in melee combat and keep all of their resources. Not to mention the fact that you're effectively adding 100 additional feet to the range of Eldritch Blast, which is already a sniper's favourite.
I wondered if maybe this was made with the intention of you having to use it on a companion, like you have to tame an animal first. I love the concept of this, and the visual of a tether coming out of a magic lamp (or other object), attaching to something that's bound to it.Honestly, though, this seems quite broken at first reading, and I wouldn't be surprised if it went through a fairly major overhaul before heading into print.
One final point on this – I believe it's fair to say that Rules As Intended are that you can't form more than one tether at a time, even though it says 'you can create the tether a number of times equal to your Charisma modifier'. Otherwise you'd end up with a spider web connecting you to almost your whole party with the ability to cast through any one of them...
Elemental Resistance - 6th Level
You gain resistance to one of the following: acid, cold, fire or lightning damage. You can change the type of damage after a long rest.
This is another feature that falls into my “simple but flavourful” category. Gaining elemental resistance from a genie (OK, acid isn't elemental, but there is no earth damage type) makes perfect sense, and having the benefit extend to your tethered creature makes perfect sense too.
Protective Wish - 10th Level
If your tethered creature is hit by an attack, use a reaction to switch places and take the hit yourself.
I really like this feature – substituting yourself in for a potentially weaker party member is always good, and you can combine this with your Elemental Resistance feature for the best effect (depending on what you're fighting against). If you've managed to build yourself up a decent stock of hit points then it's also possible that you and your tethered buddy could engage in a spot of dual tanking. Bravo!
Genie's Entertainment - 10th Level
As an action, force a creature to make a Cha save throw. If they fail, they are sucked into your magical item. They make a save at the end of each of their turns and return on a success or after 1 minute. If they do not pass a save before the minute expires, they return to your plane and you can use the feature again, otherwise you can't use it again until you complete a long rest.
Wait! We're not done with 10th level features yet! You absolutely must claim your free Banishment spell – or free recurring Banishment spell, assuming you're planning on targeting a creature that sucks at Charisma saving throws. (Sorry, Golems!)
I find the idea of a creature being sucked into your collector's vessel to be stared at by a genie both amusing and thematically satisfying. However, given the way this is described... if the genie poots the creature back out of the lamp after a minute because it's bored of looking at it, wouldn't it just throw it out again if you attempt to re-use the feature on the same creature? "BEGONE, FOR I TIRE OF YOU!"
Collector's Call - 14th Level
Once per long rest, take an action to make a Persuasion check. If you pass, you can heal a creature and cure a status condition, give a creature disadvantage on attack rolls and saves until the start of your next turn or cast Legend Lore without needing components.
I feel like I've been quite harsh on some of the features for this subclass, but this is just the ticket. It's sort of like Divine Intervention but with a genie instead of a deity – as a result it's easier to fire off and the results are less potentially game breaking. You get a choice of a decent heal, a creature having disadvantage on attack rolls and saving throws until the start of your next turn (synergy alert!), or a free use of the Legend Lore spell – situational, but the sort of thing that can be incredibly valuable when the right time does arise. Given that this feature provides flexibility in terms of what you choose, having access to Legend Lore is a really nice touch, and it provides utility away from the battlefield.
Given that I had a lot to say for myself about the Collector's Vessel tether feature, you might be surprised to hear that I actually love this subclass and I really hope it's made official (with revisions as necessary, as with all other Unearthed Arcana). Warlocks are often tagged with the 'edge lord' label and this certainly helps them to break out of that mould. The twist of having the genie as the master is cool and, in terms of roleplaying, carrying around an item that links you to your patron makes it very easy for you to have interactions with them – it's often really easy to forget that Warlocks' patrons might have a cause or reason to do that!
Just remember: “NOT THE LAMP!!!”