*a audible sigh is heard as a wizard casts mold earth for the 100th time* Wizard: Are you sure it has to be this big? It is so tedious doing this before every dungeon.... Warlock: Yes, and stop complaining. The teleportation is worth it. Now then, bard, use the decanter of endless water! Bard: Money shot!!! *Wizard and Warlock both roll their eyes as their latest man-made pond is completed*
So the only classifications for a pond in regards to size are upper limits, no lower limits. Based on this, the way I read it the lower limit of the size of the body of water for fathomless plunge is that it has to have enough spaces for everyone you're teleporting to be in at once. So if you took the pact of the tome and took mold earth, you would only have to cast it once per party member. You also get create water which is permanent, so if you filled that hole in the ground as the container with your 5th level slots and then took a short rest, you'd have created the body of water to warp to and get all your slots back. In theory you wouldn't have to fill the 5 foot deep hole entirely, but if your dm made you, for a total party of 3 or 4 you'd need to cast create water with all 3 slots, for a party of 5 you'd need to wait until level 17 for your 4th slot, and any party greater than that you'd have to get someone else to help you out. So if you're able to take a short rest whenever you want and have enough resources left over when you decide to create it, the process should take at most around 10 actions.
If you are fighting near a body of water, or can somehow make one, you now have a way to teleport you and some friends anywhere you all want within it or 30 feet of the edge of it for only an action and no need for spell slots. It's a bit limiting, but it's not terrible if you're not playing in flat arid areas and salt mines. And even then, you get access to Create Water, which can be useful with some forethought.
I can only imagine the pain created by evard's black tentacles+ 20 speed redution from tentacle+ eb+ something like wall of thorns and/or spirit guardians, example, 30 ft-20=10/2 for difficult terrain/2 for spirit guardians= 0 movement and good luck
Really excited for the Genie. I'm about to start a new campaign as a Dao-Warlock and can't wait to scrape someone through my Spike Growth (using repelling blast, grasp of hadar and the crusher feat) or let my invisble imp carry me around, while I'm relaxing in my personal appartement :)
I'm playing an efreeti warlock right now, and while we haven't had many combats, I'm excited to see what I can do. Although I did bitchslap a wildfire druid with Burning Hands.
Treantmonk, I think you’re seriously underrating the defensive effectiveness of the 6th level Tentacle reaction. 1d8 isn’t much, but it adds up round after round. And a key advantage of the tentacle is that you can summon it and cast a real spell in the same turn (unlike SW).
10th level Fathomless Warlock abilities synchronize incredibly well-- Evard's Black Tentacles, and they won't lose concentration from damage, PLUS the slowdown of Tentacle of the Deeps (which doesn't use concentration), and then quite possibly Lance of Lethargy and Repelling Blast is a really impressive amount of battlefield control.
13:00 I don't think it depends that much. Yes in a desert campaign it may be useless. But it's use is not limited to just being good in naval campaigns. If a player wanted to pick this and I was going to send them into the desert I would probably warn them, tell them, look this campaign is not going to have much access to water.
I definitely think you're underestimating guardian coil. Warlocks normally don't use their reactions at all. pro-actively healing on average 4.5, and then 9, HP per round is pretty significant. To compare it you could look at Aura of vitality, which heals 7 hp on average per turn. But not pro-actively and uses a bonus action. People tend not to cast aura of vitality much in combat for those reasons. But as a reaction on top of a pseudo-spiritual weapon? Sounds very reasonable. Also one other point you didn't mention for the tentacle vs hex is that you of course save a spell slot when not using hex. Not using hex means you can deal more immediate damage with another spell. Also, the tentacle of the deep deals damage regardless of whether you're using eldritch blast or not. So you're not 'punished' for casting another spell while this ability is up.
I recently played this warlock in stormking until the end.All i can say is that you didnt talk about his strongest points like,round 1 eldirch blast+hex 2nd round eldrich blast+tentacle which procs hex so you can get 3 times hex at lv 5.I was solo frontline for my team as warlock so i got repelling blast and the slow from tentacle made a huge diffrence.Lastly the damage reduction made a huge diffrence for me cause i was using almost always amor of agathys so i could get much more procs.Tell me your opinion.
Storm King's to the end? That's some good work. As for water bodies, there may not have been a lot but I suppose your DM was able to take it into consideration.
In the comparison between the use of Tentacle of the depth and Hex, I'm surprised that the option of using them both together was not presented. When you are facing enemies with a decent pool of hit point, you don't have to transfer your Hex often and can benefit of the damage boost from Hex with the tentacle. Math this up: starting at level 2, you can cast eldritch blast (+5 to hit, 1d10+3 force + 1d6 necrotic) and also hit with your tentacle (+5 to hit, 1d8 cold +1d6 necrotic). It takes effect on the second round of combat.
I believe that if you hit something that has Hex aplied on it with your tentacle you can add the 1d6 to that damage roll, so by round 2 you could do 1d10+1d8+2d6 on that target every round at lvl 1 (E. Blast + Tentacle + 2 Hex procs) for an average of 17 points of damage ( 5.5 + 4.5 + 7, respectively). I wouldnt call that bad damage.
At the moment I'm playing one of these, here is my thoughts: if you ever need to swim, you will be perfectly fine. The tentacle would be fine, exept for the fact that pact of the chain has that invocation that let's them attack as a bonus action, which is almost double the damage of the tentacle. I would only use the tentacle if my familiar dies. I haven't gotten to a higher level for the cold resistance, but I would guess the rest is about average.
I think it's worth noting that the tentacle attack also doesn't use a spell slot, which is another advantage over hex, and also could be used with hex, if you had time to set it up, which isn't so unlikely as hex is a long duration spell. Obviously, against multiple enemies that isn't going to happen, but against one boss enemy it might be worth it. Overall, I think this subclass is pretty good, and would be fine to play in the majority of campaigns, as almost all will have some water, and even without that it's not bad, it just loses a couple of features.
Good multi-classing synergy with any class ability which effects "the first target you attack". Say a raging barbarian, path of ancestral guardian, essentially for a 1 level dip you can use a class ability for any enemy within 40 feat of you!
I actually made a Fathomless. Currently level 5 character, and he only has 1 level in Warlock (we started at level 5, and he is a Swashbuckler Rogue with 4 levels so he could have the Dual Wielder Feat). He was a pirate, and his ship sank, and at the last moment he called out for help, before blacking out. He woke up on a beach with his hair turned Turquoise and magic powers that he didnt discover for awhile.
Genie Pact, your next video, make sure to point out that it works best if you're an astronaut who crash lands on some isolated islet and you run into Barbara Eden, so your pact is with her. Best for campaigns that will take a dark turn though where you wind up on another plane and the campaign starts to revolve around your machinations as a ruthless business tycoon.
Currently playing a Warlock of Uk'otoa in a Wildmount campaign where we started off on the Menagerie Coast. I don't really know anything about the setting so it is a lot of fun when the DM throws some story stuff that all the other players know but I don't. So far it's been a bunch of fun. I've been trying to use a combination of Guardian Coil with Armor of Agathys, and also Tentacle of the Deeps with Lance of Lethargy on Eldritch Blast. Great video and I look forward to seeing the Genie next week!
Oceanic Soul should have made you immune to underwater pressure, to allow you to be a denizen of the deep. It will be in any of my games that it comes up.
I think you are missing the best combo here. Hungar of hadar, with eldritch blast +lethargy +repelling with the tentacle slow + difficult terrain. You can keep things in the 20ft radius indefinitly which auto blinds them. Everything with darkvision gets advantage, they get disadvantage amd can't cast spells that need sight. None of this has saves, the knock backs, slows happen as long as the attacks hit and the blind is automatic. Even legendary resistance can't negate these.
I dont see why one couldn't use hex on one turn, maintain concentration and use the tentacle next turn with the hex bonus for all attacks including the tentacle's attack.
You can certainly add hex damage, though they don't pair well since they both are using bonus actions. According to Tasha's, it's 1d8 damage (no ability modifier added), and looking at my D&D beyond copy of Tasha's, it says the same.
Anyone else think Fjord ( Travis' hexblade warlock, on Critical Role) was very much a Fathomless Warlock? At least in flavor, if not in mechanics. I see things like this, and wonder if they derive inspiration for new things in newer books from popular DND games streamed online. All least so much, add to come up with the initial ideas, from said "DND Influencers."
Hex and Tentacle are _not_ either or. Sure, you can't initiate them both at the same time, but once you cast Hex it's going to be active for the duration of the fight (or longer, as long as you don't lose concentration). So you can bring on your tentacle next round and have both active. You only use your bonus to move hex when the target dies, so that is probably not every round. There will probably be plenty of times you get both effects (not to mention you may be able to get hex bonus damage on tentacle attacks, DM willing).
I think you are underestimating the power of the concentration-less "tentacly weapon" a bit. Once a warlock reaches level 7, they can cast Shadow of Moil instead of Hex and keep slapping opponents with their tentacles right from the beginning of combat, switching to Eldritch Blasts with advantage instead of the Hex damage boost on turn 2. And, rules as written, the warlock also gets advantage on all of the tentacle slaps since they are heavily obscured while making those attacks, the tentacles don't have to be obscured themselves (although some DMs might rule this differently). In either case, a Fathomless Warlock should be able to keep up damage wise with the good old Hex + Eldritch Blast combo in terms of raw damage while having better defenses and additional control via their tentacles. I give this subclass 2 tentacles up !
7:40 I disagree, sure there are campaigns where it may not be used because there is no water big enough to enter otherwise I can easily see a creative player putting this to some use. Because the water breathing is unlimited. You can take a short rest at the bottom of a pond or river for an example, where you are very hard to spot. If a player thinks this is useless they aren't being very creative.
One thing you're missing with the tentacle vs hex thing is that hex only requires your bonus action once on the turn you cast it. On every subsequent turn youre free to whap people with your tentacle and they even stack.
I don't understand why you can't run hex and the tentacle at the same time. You don't need your bonus for hex after the first cast, and the tentacle would proc hex a second time alongside your primary attack procing it, boosting your overall damage... right? Is the bonus action competed over in sequence, or because you need to designate a new target with the bonus when the first target dies? I feel like I'm not understanding something important and obvious lol.
I just imagined DMing for a party that puts a barbarian ancestral guardian using spirit shield on itself (it seems to work according to Crawford) on an altar fighting a demigod. Meanwhile an abjuration wizard uses its projected ward, a fathomless lock its guardian coil, a clockwork sorcerer its bastion of law. A gargantuan hammer hitting the barb, and the barb holding it till the limit. It's not that high damage reduction and probably the wizard could be doing something more powerful, but it's an epic scene nevertheless.
storm sorcerer 6 fathomless 10 is probably my favourite class combo thematically. true stormy boi of the sea, three resistances, enough quickens to blast, its not good but it feels good.
At this point if I ever run/play a seafaring campaign, I fully expect the whole party to have water breathing and a swimming speed from level1. Which kinda takes the risk out of it. What do they need the ship for anyway? Although... I can totally see a fun Aquaman campaign, with the whole thing taking place under the ocean with constant use of underwater combat. That could be interesting.
Same reason you would use a cart or wagon despite being able to walk is my guess. Trying to carry a cargo hold worth of loot while swimming isn't comfortable.
This is my main complaint about these new, almost campaign-specific subclasses. I think they're way too focused on one individual aspect of adventuring to the extent that they do it so much better than everything else there's no point in picking anything else and they remove a lot of the tension and problem-solving that other types of campaigns can bring. These subclasses are basically there so that you can run an underwater campaign that plays exactly like any other campaign; without any concern whatsoever that its underwater. I guess they're for those players that are more interested in telling a group story than playing a game with challenges to overcome.
You can come up with some obstacles. Maybe there is pollution in the water that acts as a poison, or lava/magma in the water, or acidic water. Maybe there are tons of debris/coral that they have to navigate through. Maybe there is a strong current that could sweep them away like in Finding Nemo. And don't forget about sunlight. Maybe they are underwater geysers that spew ash from a volcano, or hot steam. Maybe there's a giant tornado above the water that pulls everything below it, and shoots up whatever debris or even islands into the air. If water isn't stationary like rock then play with the fact that everything can shift/move in the water, play with water pressure. Fallout New Vegas stopped players from immediately going to the NV strip by putting tons of enemies in the way, forcing them to go the long way around. I think you get it, but I just wanted to share some fun ideas. After all, limitations spark creativity.
You aren’t at risk of constant attacks in a ship. Eventually f can try to kill you if you are just swimming, I mean come one. It’s pretty obvious why you would need or want a ship. Also I have played in threee sea game and lots of games in general. Trust me, not all your players will have it and also if they have a Druid they can have this shit anyways. Breathe water is a ritual. But it’s at level 5. Players do not always choose optimally. In fact they frequently choose what they think is cool or fun. Players make character independent of what the dm says all the time
In my opinion, the 1 mile range is more severe than the „body of water“ requirement. First, what exactly is a pond. By definition, it‘s a body of water (either artificial or natural) that is smaller than a lake. Still not very clear, but now we‘re having a rough idea. I bet those of you who have a bigger garden might even have a pond. Now, if we went for the pact of the tome option, one of our chosen cantrips could be „mold earth“. This cantrips allows us to move a 5ft cube of earth (if I recall that correctly). We can use this to dig up an artificial (swimming) pool - or pond, if you like - that is big enough for our party. Now, we could use „Create or destroy Water“ in order to fill up that pool. Depending on the location, we might be able to create points of retreat, even though it takes some time. Still not the greatest of features, but a little less situational since we should be able to create the fitting circumstances ourselves.
A pond is anything bigger than a puddle or birdbath. I totally agree that the limited range is the main problem. I would probably be nice as a DM and only consider it horizontally one mile. Easier for me to count and it increases the range a lot.
If you're not worried about using it for travel or escape, you could always try to use it as a battle teleport for you NAD your allies if you're close enough to water or can make a "pond". Up to 30 feet away from the edge of the water is pretty generous if you can use it. Granted, it's a niche and circumstantial use for the ability, but there are plenty of ways to use that to your advantage if you're creative enough, and you just need to survive long enough to take a rest after.
IMO, it’s good for control. I’m playing one now and Sleet Storm+Lance of Lethargy+Tentacle of the Deep basically means 0ft of movement or close enough but still. All that from turn 2. I’m playing at 6th level cos my character got kidnapped but I may not want to save that character just because I’m having so much fun with it. My party can kill them and I just serve the enemies on an icy platter.
Maybe a tentacle themed sorlock. Tentacle + lethargic EB/Ray of Frost + Hunger of Hadar/Evards Black Tentacles should provide quite a decent control: blinding or restraining an entire room. Elven Accuracy yields easy hits. With Evards/Hadars radius, it is easy to position it so that it covers more or less the entirety of the room. If there is another caster that can provide yet more control, it can be quite nasty.
Regarding the 14th level feature and needing a body of water, a Fathomless warlock could conceivably create their own pool through use of Create or Destroy water. A 14th level warlock has 3 spell slots of 5th level that come back on a short rest. Create or Destroy Water cast as a 5th level spell can create 50 gallons of water, meaning 150 gallons per rest cycle. A 12' by 12' circular above-ground pool contains roughly 3400 gallons of water (depending on the pool). Therefore a 14th level Fathomless warlock doing nothing else could conceivably fill a pool of this size over the span of about 23 hours, so long as the DM allows him to take short rests whenever he likes during his downtime. But this is once again campaign dependent (which seems to be the theme of this patron). In my experience, DMs are inordinately cagey about when players can and cannot take rests and how many rests one can take during downtime. The trend for many DMs in 5e seems to be one of overall suspicion for their players and an unwillingness to commit to any definite rule that players might later exploit. Taking multiple short rests consecutively, even for the purpose of filling a pool, definitely falls into the potential exploit category. DMs I've played with would either need to be talked into it or would suggest some sort of tedious side quest to achieve the same that wastes a lot of game time. So, ask your DM about this.
Got an idea for a Tabaxi Swashbuckler with a single level of Fathomless to both have oodles of movement options and the ability to slow enemies down as he dances his way through them. Edit: Would also be using Booming Blade to penalize them while they're struggling to move.
I think I have seen a video of Crawford somewhere explaining that an unconscious player is neither willing or unwilling and thus cannot be the subject of any spell that has to do with a willing target...
And another thing. The teleport says you can appear 30ft from the pond of water. Do you get to choose where you appear? If so then can't you be standing by a large lake that is more than 1 mile across then teleport to the lake and choose to appear 30ft on the other side?
That's what I'm thinking, concentrate on hex, and then the following turn throw the tentacle near the hexed creature. Slap for the cold and hex damage, right?
@@philwalsworth4085 yeah I agree, I think maybe the problem is when the cursed target dies and you want to pass the hex to another target, but still, unless it's always hex on target, target dies before your next turn, this is going to be a combo rather than a choice between one or the other. Assuming you want to use your spell slots to do something different from hex this becomes even more usefull than it already is, gives you a much needed flexibility.
Generally Hex uses a lot more Bonus Actions than the one used to cast it. Your victims die and you need to pick another target. You are correct you could stack both effects in a battle against a single powerful foe, but that is a circumstantial situation.
I don't see why the comparison to hex as there is nothing preventing you from running both at once. Pop Hex on turn 1, hit with EB w/repeling blast or lance of lethargy. Turn 2 pop the tentacle to reduce speed and maintain concentration on Hex. Blast away for decent damage and excellent soft control.
yes, but hex can be recast if the target dies. So if there are a lot of minions, who die in one hit (or one turn by your party), then you need to move the hex every round. So it depends on how good your enemies are
@@aldoushuxley5953 IT depends on how good your party is at focus firing and damage dealing. So yes for a powergamer hex may use a lot of bonus actions. For a casual this may see far more use.
spiritual weapon (more or less) as a class feature isn't bad. Kinda wish it was able to make aoo with its rider. Would it activate hex if it hits? Like turn 1 hex turn 2 tentacle. Tasha's kind of went all in with bonus action to damage and I'm okay with this. Oceanic soul: not as useful for tieflings who can get infernal constitution.
It is so sad how Fathomless Plunge was gutted not only in abilities, but also in flavor text. I have no idea why it was nerfed this hard, but it was. I honestly ask my DM to give me the original ability but reduce how far you can teleport to something like 50 miles. Not to mention how you used to get resistance to cold and lightning damage as well as your tentacle being able to deal cold or lighting damage. I have no idea why WotC gutted this subclass, but kept others super strong from the UA. I was looking forward to this subclass and it became my biggest disappointment from Tasha's.
Hey guys! From a non native speaker perspective sometimes is very confusing understanding the rules as writing or even intended. Can a proned 30ft walking speed creature who suffered a Lance of Lethargy EB + Bonus action Tentacles of the Deep attack with a -20feet speed reduction able to stand up ?
Can't you use both Hex and the Tentacle at the same time? Concentration on Hex while the tentacle lasts should be fine. Since the damage from hex applies on hit your bonus action is free to use the tentacle. Only downside is spending 1 turn of bonus action to set up.
Jeremy Crawford clarified that an unconscious creature cannot be willing. So RAI would prevent someone from taking an unconscious creature. He said to think of it as if the will of the creature is supporting the casting of the spell. So I guess it is like side-along apparition in Harry Potter.
I mean does anyone actually rule it this way? I am a pretty mean dm and even I wouldn’t do this. I counter spell helsing word and I wouldn’t rule it this way.
@@conradkorbol I don't think I would rule it this way unless I decided that the magic indeed worked that way and it was crucial to the setting. I was just trying to add some info to the discussion.
@@jaredbjur i didn’t think you did. I am just surprised this is the ruling. I mean I know someone who is unconscious can’t consent. That makes sense for a lot of things, but I think saving someone’s life is fine.
Wouldn't the tentacle work well WITH hex? am I missing something? It seems like a potential way to proc more hex damage on a target? Like. round one hex. round two tentacle violence?
it does, it's just that using it with hex leads to bonus action bloat where you aren't fully utilizing either of your limited resources when you have to move the hex -which is likely contributing more damage for you. Also Warlocks have other bonus actions through invocations which have more synergy with hex and/or aren't limited in use. -Some classes have basically nothing for bonus actions, others have more than they know what do with, -like a Two Weapon Fighting Vengeance Paladin with a Hexblade Warlock dip.
Another effective combination: Tentacle combined with Darkness spell and Devil's Sight invocation. Use Tentacle BA and Eldritch Blast on following turns. Because your target is essentially blind while in Darkness unless otherwise noted, you get advantage on attack rolls while they have disadvantage on attack rolls and ability checks.
8:40 Again I think you underestimate the player's ability to find a use for this. You do this all the time you take "circumstantial" abilities and hate on them because the conditions where they could be used may not show up naturally. But that's forgetting player agency. A player could dunk someone in a pool to circumvent a language barrier. Heck combine it with control water, which you also thought was too circumstantial and you could control water around both of you allowing you to communicate with it.
@@sharkforce8147 I disagree, this is incredibly versatile, it can be used to circumvent any language barrier, and in fact does not require the creature to have a language at all. Just think of the use in interrogations, waterboarding has the conditions for this spell to work built in. If it was an always on tongues that had no extra limitations then it would be OP, it would make knowing languages useless.
@@sharkforce8147 It's fun, a lot more fun than a other damage dice would be. And creating circumstances for a spell like that is more fun than it being handed to you.
@@TreantmonksTemple also I think you could easily test this in a private browser window. Not sure though I don't provide awesome content I only consume it :)
Hex takes 1 turn to set up unless you're constantly moving it, why would you need to use one or the other? Also I disagree with your interpretation of a pond size. Almost all ponds I've seen are smaller than a river, and some are even smaller than a Creek. I would count a single 5x5 cube of water as a pond, but it's up to DM discretion.
@@TreantmonksTemple ya sounds a bit kinda overriding the bonus action btw moving hex, using tentacles and quickening blast. BUT still gives an awesome flavour to multiclass this one with the aberrant mind sorcerer.
The tentacle is using your bonus action every round. Hex doesn't, but it does use your bonus action pretty regularly so they are going to conflict a lot. Maybe if there's one really big enemy that takes several rounds of continual focus.
These new subclasses all fall heavily into being way too direct with the thematic, leaving no space to play them with other aesthetics. Wish they did them like most modular subclasses from the PHB
I'm the opposite, it's got some cool abilities but Krakens and stuff doesn't do much for me. It seems to be a cooler option for a water elemental patron than the marid genie though.
A meh subclass. Not as bad as the PHB patrons or celestial but definitely not as good as genie and hexblade. Not very exciting for me personally. I don't see any multiclass synergies nor situations where I'd choose it over the genie or the hexblade.
Came for the pact, stayed for the fact that I’m not smart enough to break out of an eternally binding pact
*a audible sigh is heard as a wizard casts mold earth for the 100th time*
Wizard: Are you sure it has to be this big? It is so tedious doing this before every dungeon....
Warlock: Yes, and stop complaining. The teleportation is worth it. Now then, bard, use the decanter of endless water!
Bard: Money shot!!!
*Wizard and Warlock both roll their eyes as their latest man-made pond is completed*
I mean most places will have a body of water already. Unless you're in a very dry place.
@@DaDunge imagine being a fathomless warlock on Athas
Or you can carry a big enough garden pool in your bag of holding...
So the only classifications for a pond in regards to size are upper limits, no lower limits. Based on this, the way I read it the lower limit of the size of the body of water for fathomless plunge is that it has to have enough spaces for everyone you're teleporting to be in at once. So if you took the pact of the tome and took mold earth, you would only have to cast it once per party member. You also get create water which is permanent, so if you filled that hole in the ground as the container with your 5th level slots and then took a short rest, you'd have created the body of water to warp to and get all your slots back. In theory you wouldn't have to fill the 5 foot deep hole entirely, but if your dm made you, for a total party of 3 or 4 you'd need to cast create water with all 3 slots, for a party of 5 you'd need to wait until level 17 for your 4th slot, and any party greater than that you'd have to get someone else to help you out. So if you're able to take a short rest whenever you want and have enough resources left over when you decide to create it, the process should take at most around 10 actions.
If you are fighting near a body of water, or can somehow make one, you now have a way to teleport you and some friends anywhere you all want within it or 30 feet of the edge of it for only an action and no need for spell slots. It's a bit limiting, but it's not terrible if you're not playing in flat arid areas and salt mines. And even then, you get access to Create Water, which can be useful with some forethought.
I can only imagine the pain created by evard's black tentacles+ 20 speed redution from tentacle+ eb+ something like wall of thorns and/or spirit guardians, example, 30 ft-20=10/2 for difficult terrain/2 for spirit guardians= 0 movement and good luck
Me not like :3
Killer combo's are.. Always killers.
Its Merilwyn's Meat Grinder all over again.
4:49 Hex however uses one of your incredibly limited spell slots.
Really excited for the Genie. I'm about to start a new campaign as a Dao-Warlock and can't wait to scrape someone through my Spike Growth (using repelling blast, grasp of hadar and the crusher feat) or let my invisble imp carry me around, while I'm relaxing in my personal appartement :)
Genie looks really good if you pick the right options, no doubt.
I'm playing an efreeti warlock right now, and while we haven't had many combats, I'm excited to see what I can do. Although I did bitchslap a wildfire druid with Burning Hands.
I've seen enough hentai to know where this is going
Just imagine if this were a bard subclass 🤣
I like the idea of a sailor surviving an encounter with an Aboleth by making a pact with it
Treantmonk, I think you’re seriously underrating the defensive effectiveness of the 6th level Tentacle reaction. 1d8 isn’t much, but it adds up round after round.
And a key advantage of the tentacle is that you can summon it and cast a real spell in the same turn (unlike SW).
10th level Fathomless Warlock abilities synchronize incredibly well-- Evard's Black Tentacles, and they won't lose concentration from damage, PLUS the slowdown of Tentacle of the Deeps (which doesn't use concentration), and then quite possibly Lance of Lethargy and Repelling Blast is a really impressive amount of battlefield control.
13:00 I don't think it depends that much. Yes in a desert campaign it may be useless. But it's use is not limited to just being good in naval campaigns.
If a player wanted to pick this and I was going to send them into the desert I would probably warn them, tell them, look this campaign is not going to have much access to water.
Genie please fast! man you really left the best for last on this one
No he didn't he did the best one first. But I'll be merciful.
Best new concept that isn't tentacles
I definitely think you're underestimating guardian coil. Warlocks normally don't use their reactions at all. pro-actively healing on average 4.5, and then 9, HP per round is pretty significant. To compare it you could look at Aura of vitality, which heals 7 hp on average per turn. But not pro-actively and uses a bonus action. People tend not to cast aura of vitality much in combat for those reasons. But as a reaction on top of a pseudo-spiritual weapon? Sounds very reasonable.
Also one other point you didn't mention for the tentacle vs hex is that you of course save a spell slot when not using hex. Not using hex means you can deal more immediate damage with another spell. Also, the tentacle of the deep deals damage regardless of whether you're using eldritch blast or not. So you're not 'punished' for casting another spell while this ability is up.
Good morning all!
Good afternoon from Europe
Thank you for being as kind to Fathomless Warlock as you could be
I recently played this warlock in stormking until the end.All i can say is that you didnt talk about his strongest points like,round 1 eldirch blast+hex 2nd round eldrich blast+tentacle which procs hex so you can get 3 times hex at lv 5.I was solo frontline for my team as warlock so i got repelling blast and the slow from tentacle made a huge diffrence.Lastly the damage reduction made a huge diffrence for me cause i was using almost always amor of agathys so i could get much more procs.Tell me your opinion.
I gotta sat that sounds good! Armor of agathis fits thematicaly too ☺ gj! Would you keep hex for the entire campain or trade it out at higher levels?
Storm King's to the end? That's some good work.
As for water bodies, there may not have been a lot but I suppose your DM was able to take it into consideration.
OK, come on Aquaman has super strength and super reflex outside of the water!
In the comparison between the use of Tentacle of the depth and Hex, I'm surprised that the option of using them both together was not presented.
When you are facing enemies with a decent pool of hit point, you don't have to transfer your Hex often and can benefit of the damage boost from Hex with the tentacle.
Math this up: starting at level 2, you can cast eldritch blast (+5 to hit, 1d10+3 force + 1d6 necrotic) and also hit with your tentacle (+5 to hit, 1d8 cold +1d6 necrotic). It takes effect on the second round of combat.
If you are a Fathomless Warlock you've got to wear a t-shirt that says _Get Kraken_ on the front and _Keep On Kraken'_ on the back.
I believe that if you hit something that has Hex aplied on it with your tentacle you can add the 1d6 to that damage roll, so by round 2 you could do 1d10+1d8+2d6 on that target every round at lvl 1 (E. Blast + Tentacle + 2 Hex procs) for an average of 17 points of damage ( 5.5 + 4.5 + 7, respectively). I wouldnt call that bad damage.
At the moment I'm playing one of these, here is my thoughts: if you ever need to swim, you will be perfectly fine. The tentacle would be fine, exept for the fact that pact of the chain has that invocation that let's them attack as a bonus action, which is almost double the damage of the tentacle. I would only use the tentacle if my familiar dies. I haven't gotten to a higher level for the cold resistance, but I would guess the rest is about average.
I think it's worth noting that the tentacle attack also doesn't use a spell slot, which is another advantage over hex, and also could be used with hex, if you had time to set it up, which isn't so unlikely as hex is a long duration spell. Obviously, against multiple enemies that isn't going to happen, but against one boss enemy it might be worth it. Overall, I think this subclass is pretty good, and would be fine to play in the majority of campaigns, as almost all will have some water, and even without that it's not bad, it just loses a couple of features.
The warlock is making a melee spell attack for the tentacle's location, meaning that it would trigger hex.
Good multi-classing synergy with any class ability which effects "the first target you attack". Say a raging barbarian, path of ancestral guardian, essentially for a 1 level dip you can use a class ability for any enemy within 40 feat of you!
The tentacle of the deep actually works best with hex because it counts as an extra attack. You just have to wait until round 2 to use it.
"Is it good?"
"It depends."
This feels like the Nature Cleric all over again.
Nature cleric suuuuuuuucks
Thanks for all your work. Your videos are informing and entertaining.
Really want to play a Level 20 oneshot where my char is a guy who found a Genie and wished for power and fame, but like in the past 24 hours.
I actually made a Fathomless. Currently level 5 character, and he only has 1 level in Warlock (we started at level 5, and he is a Swashbuckler Rogue with 4 levels so he could have the Dual Wielder Feat).
He was a pirate, and his ship sank, and at the last moment he called out for help, before blacking out. He woke up on a beach with his hair turned Turquoise and magic powers that he didnt discover for awhile.
Genie Pact, your next video, make sure to point out that it works best if you're an astronaut who crash lands on some isolated islet and you run into Barbara Eden, so your pact is with her.
Best for campaigns that will take a dark turn though where you wind up on another plane and the campaign starts to revolve around your machinations as a ruthless business tycoon.
Currently playing a Warlock of Uk'otoa in a Wildmount campaign where we started off on the Menagerie Coast. I don't really know anything about the setting so it is a lot of fun when the DM throws some story stuff that all the other players know but I don't. So far it's been a bunch of fun. I've been trying to use a combination of Guardian Coil with Armor of Agathys, and also Tentacle of the Deeps with Lance of Lethargy on Eldritch Blast. Great video and I look forward to seeing the Genie next week!
Oceanic Soul should have made you immune to underwater pressure, to allow you to be a denizen of the deep. It will be in any of my games that it comes up.
Your videos are always such a treat! I’m looking forward to the next one!
I think you are missing the best combo here. Hungar of hadar, with eldritch blast +lethargy +repelling with the tentacle slow + difficult terrain. You can keep things in the 20ft radius indefinitly which auto blinds them. Everything with darkvision gets advantage, they get disadvantage amd can't cast spells that need sight.
None of this has saves, the knock backs, slows happen as long as the attacks hit and the blind is automatic. Even legendary resistance can't negate these.
I dont see why one couldn't use hex on one turn, maintain concentration and use the tentacle next turn with the hex bonus for all attacks including the tentacle's attack.
5:50 according to dndbeyond you do add your ability modifier and if you have hex up you could add that damage too
You can certainly add hex damage, though they don't pair well since they both are using bonus actions. According to Tasha's, it's 1d8 damage (no ability modifier added), and looking at my D&D beyond copy of Tasha's, it says the same.
Anyone else think Fjord ( Travis' hexblade warlock, on Critical Role) was very much a Fathomless Warlock? At least in flavor, if not in mechanics.
I see things like this, and wonder if they derive inspiration for new things in newer books from popular DND games streamed online. All least so much, add to come up with the initial ideas, from said "DND Influencers."
Hex and Tentacle are _not_ either or. Sure, you can't initiate them both at the same time, but once you cast Hex it's going to be active for the duration of the fight (or longer, as long as you don't lose concentration). So you can bring on your tentacle next round and have both active. You only use your bonus to move hex when the target dies, so that is probably not every round. There will probably be plenty of times you get both effects (not to mention you may be able to get hex bonus damage on tentacle attacks, DM willing).
I think you are underestimating the power of the concentration-less "tentacly weapon" a bit. Once a warlock reaches level 7, they can cast Shadow of Moil instead of Hex and keep slapping opponents with their tentacles right from the beginning of combat, switching to Eldritch Blasts with advantage instead of the Hex damage boost on turn 2. And, rules as written, the warlock also gets advantage on all of the tentacle slaps since they are heavily obscured while making those attacks, the tentacles don't have to be obscured themselves (although some DMs might rule this differently). In either case, a Fathomless Warlock should be able to keep up damage wise with the good old Hex + Eldritch Blast combo in terms of raw damage while having better defenses and additional control via their tentacles. I give this subclass 2 tentacles up !
I'm really looking forward to the next video!
7:40 I disagree, sure there are campaigns where it may not be used because there is no water big enough to enter otherwise I can easily see a creative player putting this to some use. Because the water breathing is unlimited. You can take a short rest at the bottom of a pond or river for an example, where you are very hard to spot.
If a player thinks this is useless they aren't being very creative.
One thing you're missing with the tentacle vs hex thing is that hex only requires your bonus action once on the turn you cast it. On every subsequent turn youre free to whap people with your tentacle and they even stack.
I don't understand why you can't run hex and the tentacle at the same time. You don't need your bonus for hex after the first cast, and the tentacle would proc hex a second time alongside your primary attack procing it, boosting your overall damage... right? Is the bonus action competed over in sequence, or because you need to designate a new target with the bonus when the first target dies? I feel like I'm not understanding something important and obvious lol.
You are correct. Hex does not cost a bonus action after the first cast. Therefore, Fathomless Warlocks are great.
I just imagined DMing for a party that puts a barbarian ancestral guardian using spirit shield on itself (it seems to work according to Crawford) on an altar fighting a demigod. Meanwhile an abjuration wizard uses its projected ward, a fathomless lock its guardian coil, a clockwork sorcerer its bastion of law. A gargantuan hammer hitting the barb, and the barb holding it till the limit. It's not that high damage reduction and probably the wizard could be doing something more powerful, but it's an epic scene nevertheless.
storm sorcerer 6 fathomless 10 is probably my favourite class combo thematically. true stormy boi of the sea, three resistances, enough quickens to blast, its not good but it feels good.
At this point if I ever run/play a seafaring campaign, I fully expect the whole party to have water breathing and a swimming speed from level1.
Which kinda takes the risk out of it. What do they need the ship for anyway?
Although... I can totally see a fun Aquaman campaign, with the whole thing taking place under the ocean with constant use of underwater combat. That could be interesting.
Same reason you would use a cart or wagon despite being able to walk is my guess. Trying to carry a cargo hold worth of loot while swimming isn't comfortable.
This is my main complaint about these new, almost campaign-specific subclasses. I think they're way too focused on one individual aspect of adventuring to the extent that they do it so much better than everything else there's no point in picking anything else and they remove a lot of the tension and problem-solving that other types of campaigns can bring. These subclasses are basically there so that you can run an underwater campaign that plays exactly like any other campaign; without any concern whatsoever that its underwater. I guess they're for those players that are more interested in telling a group story than playing a game with challenges to overcome.
You can come up with some obstacles. Maybe there is pollution in the water that acts as a poison, or lava/magma in the water, or acidic water. Maybe there are tons of debris/coral that they have to navigate through. Maybe there is a strong current that could sweep them away like in Finding Nemo. And don't forget about sunlight. Maybe they are underwater geysers that spew ash from a volcano, or hot steam. Maybe there's a giant tornado above the water that pulls everything below it, and shoots up whatever debris or even islands into the air. If water isn't stationary like rock then play with the fact that everything can shift/move in the water, play with water pressure. Fallout New Vegas stopped players from immediately going to the NV strip by putting tons of enemies in the way, forcing them to go the long way around. I think you get it, but I just wanted to share some fun ideas. After all, limitations spark creativity.
You aren’t at risk of constant attacks in a ship. Eventually f can try to kill you if you are just swimming, I mean come one. It’s pretty obvious why you would need or want a ship. Also I have played in threee sea game and lots of games in general. Trust me, not all your players will have it and also if they have a Druid they can have this shit anyways. Breathe water is a ritual. But it’s at level 5.
Players do not always choose optimally. In fact they frequently choose what they think is cool or fun. Players make character independent of what the dm says all the time
In my opinion, the 1 mile range is more severe than the „body of water“ requirement. First, what exactly is a pond. By definition, it‘s a body of water (either artificial or natural) that is smaller than a lake. Still not very clear, but now we‘re having a rough idea. I bet those of you who have a bigger garden might even have a pond.
Now, if we went for the pact of the tome option, one of our chosen cantrips could be „mold earth“. This cantrips allows us to move a 5ft cube of earth (if I recall that correctly). We can use this to dig up an artificial (swimming) pool - or pond, if you like - that is big enough for our party.
Now, we could use „Create or destroy Water“ in order to fill up that pool. Depending on the location, we might be able to create points of retreat, even though it takes some time. Still not the greatest of features, but a little less situational since we should be able to create the fitting circumstances ourselves.
A pond is anything bigger than a puddle or birdbath. I totally agree that the limited range is the main problem. I would probably be nice as a DM and only consider it horizontally one mile. Easier for me to count and it increases the range a lot.
If you're not worried about using it for travel or escape, you could always try to use it as a battle teleport for you NAD your allies if you're close enough to water or can make a "pond". Up to 30 feet away from the edge of the water is pretty generous if you can use it.
Granted, it's a niche and circumstantial use for the ability, but there are plenty of ways to use that to your advantage if you're creative enough, and you just need to survive long enough to take a rest after.
IMO, it’s good for control. I’m playing one now and Sleet Storm+Lance of Lethargy+Tentacle of the Deep basically means 0ft of movement or close enough but still. All that from turn 2. I’m playing at 6th level cos my character got kidnapped but I may not want to save that character just because I’m having so much fun with it. My party can kill them and I just serve the enemies on an icy platter.
Maybe a tentacle themed sorlock. Tentacle + lethargic EB/Ray of Frost + Hunger of Hadar/Evards Black Tentacles should provide quite a decent control: blinding or restraining an entire room. Elven Accuracy yields easy hits. With Evards/Hadars radius, it is easy to position it so that it covers more or less the entirety of the room. If there is another caster that can provide yet more control, it can be quite nasty.
6th level also means you can preform verbal components underwater
1:30 Clearly the only acceptable fathomless warlock is the great square one.
Regarding the 14th level feature and needing a body of water, a Fathomless warlock could conceivably create their own pool through use of Create or Destroy water. A 14th level warlock has 3 spell slots of 5th level that come back on a short rest. Create or Destroy Water cast as a 5th level spell can create 50 gallons of water, meaning 150 gallons per rest cycle. A 12' by 12' circular above-ground pool contains roughly 3400 gallons of water (depending on the pool). Therefore a 14th level Fathomless warlock doing nothing else could conceivably fill a pool of this size over the span of about 23 hours, so long as the DM allows him to take short rests whenever he likes during his downtime.
But this is once again campaign dependent (which seems to be the theme of this patron). In my experience, DMs are inordinately cagey about when players can and cannot take rests and how many rests one can take during downtime. The trend for many DMs in 5e seems to be one of overall suspicion for their players and an unwillingness to commit to any definite rule that players might later exploit. Taking multiple short rests consecutively, even for the purpose of filling a pool, definitely falls into the potential exploit category. DMs I've played with would either need to be talked into it or would suggest some sort of tedious side quest to achieve the same that wastes a lot of game time. So, ask your DM about this.
Got an idea for a Tabaxi Swashbuckler with a single level of Fathomless to both have oodles of movement options and the ability to slow enemies down as he dances his way through them.
Edit: Would also be using Booming Blade to penalize them while they're struggling to move.
I think I have seen a video of Crawford somewhere explaining that an unconscious player is neither willing or unwilling and thus cannot be the subject of any spell that has to do with a willing target...
And another thing. The teleport says you can appear 30ft from the pond of water. Do you get to choose where you appear? If so then can't you be standing by a large lake that is more than 1 mile across then teleport to the lake and choose to appear 30ft on the other side?
presumably you can choose, so yes.
It says you appear within a mile either in a body of water or within30 ft
great, now I will have 2 hentai fiends in the party
This pact could make for a fun ninja/pact of the blade warlock. Maybe multiclass a few levels with rogue? Not optimal but cool
Why can't you use the tentacle AND the hex spell together? Bonus action overlap? Wouldn't it be a decent second turn option after hex on the first?
That's what I'm thinking, concentrate on hex, and then the following turn throw the tentacle near the hexed creature. Slap for the cold and hex damage, right?
I was thinking the same thing.
@@philwalsworth4085 yeah I agree, I think maybe the problem is when the cursed target dies and you want to pass the hex to another target, but still, unless it's always hex on target, target dies before your next turn, this is going to be a combo rather than a choice between one or the other. Assuming you want to use your spell slots to do something different from hex this becomes even more usefull than it already is, gives you a much needed flexibility.
Generally Hex uses a lot more Bonus Actions than the one used to cast it. Your victims die and you need to pick another target. You are correct you could stack both effects in a battle against a single powerful foe, but that is a circumstantial situation.
In most fights, Hex gets moved at least once or twice.
I see this as the optimal Locathah Warlock
I don't see why the comparison to hex as there is nothing preventing you from running both at once. Pop Hex on turn 1, hit with EB w/repeling blast or lance of lethargy. Turn 2 pop the tentacle to reduce speed and maintain concentration on Hex. Blast away for decent damage and excellent soft control.
Also, since you make the attack roll for the tentacle, I would argue that it would receive the bonus damage from Hex.
Fathomless make a good subclass or 1st level dip for a grung because of create and destroy water
Doesnt the tentacle trigger Hex too? The warlock is making the attack. Hex turn 1 and tentacle turn 2 for bigger enemies.
yes, but hex can be recast if the target dies.
So if there are a lot of minions, who die in one hit (or one turn by your party), then you need to move the hex every round.
So it depends on how good your enemies are
@@aldoushuxley5953 right for bigger enemies.
@@stuh42l yeah, in my campaign too (where there are less but stronger enemies) it would be a viable strategy
@@aldoushuxley5953 IT depends on how good your party is at focus firing and damage dealing. So yes for a powergamer hex may use a lot of bonus actions. For a casual this may see far more use.
Wait, your supposed to add your ability modifier to spiritual weapon? EDIT: yeah, right there in the spell description, my bad lol.
The warlock optional class option video link in your description is set to private.
spiritual weapon (more or less) as a class feature isn't bad. Kinda wish it was able to make aoo with its rider. Would it activate hex if it hits? Like turn 1 hex turn 2 tentacle.
Tasha's kind of went all in with bonus action to damage and I'm okay with this.
Oceanic soul: not as useful for tieflings who can get infernal constitution.
Something that you missed is that the attack damage and damage reduction from the tentacle increases to 2d8 at 10th level
It is so sad how Fathomless Plunge was gutted not only in abilities, but also in flavor text. I have no idea why it was nerfed this hard, but it was. I honestly ask my DM to give me the original ability but reduce how far you can teleport to something like 50 miles.
Not to mention how you used to get resistance to cold and lightning damage as well as your tentacle being able to deal cold or lighting damage.
I have no idea why WotC gutted this subclass, but kept others super strong from the UA. I was looking forward to this subclass and it became my biggest disappointment from Tasha's.
Hey guys! From a non native speaker perspective sometimes is very confusing understanding the rules as writing or even intended. Can a proned 30ft walking speed creature who suffered a Lance of Lethargy EB + Bonus action Tentacles of the Deep attack with a -20feet speed reduction able to stand up ?
Can't you use both Hex and the Tentacle at the same time? Concentration on Hex while the tentacle lasts should be fine. Since the damage from hex applies on hit your bonus action is free to use the tentacle. Only downside is spending 1 turn of bonus action to set up.
can you cast spells with a verbal component undereater
That thumbnail...
Jeremy Crawford clarified that an unconscious creature cannot be willing. So RAI would prevent someone from taking an unconscious creature.
He said to think of it as if the will of the creature is supporting the casting of the spell. So I guess it is like side-along apparition in Harry Potter.
Except we do see unconscious people being grabbed and side along apparited.
I mean does anyone actually rule it this way? I am a pretty mean dm and even I wouldn’t do this. I counter spell helsing word and I wouldn’t rule it this way.
@@DaDunge You're totally right! I forgot that Albus only used Harry's help because he was weak.
@@conradkorbol I don't think I would rule it this way unless I decided that the magic indeed worked that way and it was crucial to the setting. I was just trying to add some info to the discussion.
@@jaredbjur i didn’t think you did. I am just surprised this is the ruling. I mean I know someone who is unconscious can’t consent. That makes sense for a lot of things, but I think saving someone’s life is fine.
I'd say an unconscious being can't be unwilling unless the rules specify it.
Hey, Chris, Optomancer here.
Wouldn't the tentacle work well WITH hex? am I missing something? It seems like a potential way to proc more hex damage on a target? Like. round one hex. round two tentacle violence?
it does, it's just that using it with hex leads to bonus action bloat where you aren't fully utilizing either of your limited resources when you have to move the hex -which is likely contributing more damage for you. Also Warlocks have other bonus actions through invocations which have more synergy with hex and/or aren't limited in use. -Some classes have basically nothing for bonus actions, others have more than they know what do with, -like a Two Weapon Fighting Vengeance Paladin with a Hexblade Warlock dip.
Another effective combination:
Tentacle combined with Darkness spell and Devil's Sight invocation. Use Tentacle BA and Eldritch Blast on following turns.
Because your target is essentially blind while in Darkness unless otherwise noted, you get advantage on attack rolls while they have disadvantage on attack rolls and ability checks.
8:40 Again I think you underestimate the player's ability to find a use for this. You do this all the time you take "circumstantial" abilities and hate on them because the conditions where they could be used may not show up naturally. But that's forgetting player agency. A player could dunk someone in a pool to circumvent a language barrier. Heck combine it with control water, which you also thought was too circumstantial and you could control water around both of you allowing you to communicate with it.
@@sharkforce8147 I disagree, this is incredibly versatile, it can be used to circumvent any language barrier, and in fact does not require the creature to have a language at all. Just think of the use in interrogations, waterboarding has the conditions for this spell to work built in.
If it was an always on tongues that had no extra limitations then it would be OP, it would make knowing languages useless.
@@sharkforce8147 It's fun, a lot more fun than a other damage dice would be.
And creating circumstances for a spell like that is more fun than it being handed to you.
Hex spell AND ther tentacle. Tons of damage.
Yup! Rd 1: hex. Rd 2: tentacle. EB for your action both times. Stays good for lots of levels
The warlock class feature video seems to be private
The link in the video description or the card in the video?
@@TreantmonksTemple in the description ;)
@@TreantmonksTemple also I think you could easily test this in a private browser window. Not sure though I don't provide awesome content I only consume it :)
Hex takes 1 turn to set up unless you're constantly moving it, why would you need to use one or the other?
Also I disagree with your interpretation of a pond size. Almost all ponds I've seen are smaller than a river, and some are even smaller than a Creek. I would count a single 5x5 cube of water as a pond, but it's up to DM discretion.
Tentacle doesn’t use a spell slot so I’m not sure why you’re comparing it to spells.
Maybe for a Sorclock can be taken into account over the hexblade, what do you think?
I think with sorlock you get a lot of mileage out of quickened EB with hexblade curse, not sure Fathomless gives you anything to compare.
@@TreantmonksTemple ya sounds a bit kinda overriding the bonus action btw moving hex, using tentacles and quickening blast.
BUT still gives an awesome flavour to multiclass this one with the aberrant mind sorcerer.
Or a divine soul sroceror... that is what I am playing!
Can't you summon the tentacle on one turn and then cast Hex on the other, and on the third turn have them both up?
Sure, but hex will be asking for your bonus action again in a round or two.
I dont get it the emphasis on Tentacle OR Hex, sure on the same turn you can't use both, but can use both at same time
The tentacle is using your bonus action every round. Hex doesn't, but it does use your bonus action pretty regularly so they are going to conflict a lot. Maybe if there's one really big enemy that takes several rounds of continual focus.
me and a friend killed a mimic level 1, just by kiting it with the tentacle! it was hilarious
I see it this way... over 5 rounds of combat, after level 10, the Warlock "heals" 10d8 edit 5 reactions...
This is one way of play a version of Illoai O guess
Me just waiting here for the genie like a crack head.
These new subclasses all fall heavily into being way too direct with the thematic, leaving no space to play them with other aesthetics. Wish they did them like most modular subclasses from the PHB
right? really heavy handed, to the point where they are now even telling you what reskinned form your spells takes...
Damm chicken magic missiles!
Adjacent Ally- "uhh, what was that?" Me- "don't worry about it" -after I cast Plane Shift and the Magic School Bus picks us up.
A great patron for hentai fans.
I really like the idea of the class, their execution tho... not good
I'm the opposite, it's got some cool abilities but Krakens and stuff doesn't do much for me. It seems to be a cooler option for a water elemental patron than the marid genie though.
A meh subclass. Not as bad as the PHB patrons or celestial but definitely not as good as genie and hexblade. Not very exciting for me personally. I don't see any multiclass synergies nor situations where I'd choose it over the genie or the hexblade.
God the lv 14 ability is so awful compared to the UA why they changed it hell if I know
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