A Generous Stoner – Genie Warlock Build

We believe that Warlocks are heavily underrated by dnd players in general. Even in optimization circles, you’ll often find that people aren’t keen on exploring the potential of this class. Well, worry not! We’ve done exactly that for you.

Disclaimer: There’s a lot of very dubious stuff going on in this build. Always talk to your DM and fellow players before ever playing a genie warlock as it is one of the most broken classes in the game!

Character Creation

Race: Halfling: Mark of Hospitality (Eberron: Rising from the Last War). This race is one of the more potent dragonmarks, especially for warlocks. Not only does it get the standard halfling traits, which make one of the better pre-subrace packages available, but it also gets an expanded spell list which seriously boosts the capabilities of a few different classes. Unfortunately, you are slow, which might cause a problem.

  • Lucky. This feature is a pretty decent base halfling feature. You get to reroll 1s on checks, attacks and saves, which means you should get a reroll on roughly 5% of d20 rolls you make. This isn’t nearly as useful as other forms of save/check/attack boosting since we can’t choose when it happens, but it does boost our overall rolls by a statistically significant amount. This acts as a minor layer of save protection, which will help make our concentration nigh-unbreakable later on.
  • Brave. Advantage on saves vs. the frightened condition. Once again this is not phenomenal, but it is appreciated. Frightened isn’t a terribly devastating condition for us, since we’ll rarely (if ever) want to move towards enemies. It is worse for us than for most other casters, however, due to our heavy reliance on attack rolls. (eldritch blast)
  • Halfling Nimbleness. Moving through Medium enemies isn’t very helpful for us, since our goal for the most part is to stay away from enemies as much as possible.
  • Ever Hospitable. Persuasion checks are decent to boost if social encounters are important in your game, and brewer’s supplies or cook’s utensils can be used to detect poison in food or drinks as per the Xanathar’s Guide to Everything rules. Not the worst rolls to get +1d4 to, but still very situational.
  • Innkeeper’s Magic. We learn prestidigitation, which frees up a cantrip pick (not that we needed to do so) and can cast purify food and drink and unseen servant once per long rest. Unseen servant is a spell that’s always nice to have but rarely worth spending a spell slot on, so getting it for free 1/LR is decent. Not as good as if it was a ritual, but decent.
  • Spells of the Mark. Oh yeah, this is what we’re here for! The important spells this adds to our list are goodberry, sleep, and aid. These three spells are very good for their levels, and they seriously patch up the biggest weakness of the warlock class: its first and second level spells.
  • Size: Small. Since we are not using any weapons, the disadvantage with heavy weapons is irrelevant for us. Additionally, the size restriction on dimension door is of little concern – since most races now can be small, there are very few reasons for an optimized character to be Medium.
    • Small size has two main mechanical benefits that we can take advantage of early on.  The first is the ability to use Medium-sized mounts such as the highly affordable mule. This is especially useful for quick movement in confined spaces.  The second advantage involves the ability to squeeze into Tiny spaces, beyond the reach of Medium creatures.

Ability Scores: We will be using 27 point buy as usual.

  • Strength: 9. Not useful, but the extra point at least increases our carrying capacity (not that carrying capacity even matters much to us).
  • Dexterity: 14. We’ll need this to get the most out of medium armor.
  • Constitution: 13+2. Having good concentration saves is important, as is having a reasonable number of hit points.
  • Intelligence: 8. We really don’t need this for anything.
  • Wisdom: 13. We’re taking a dip of cleric, so we need this.
  • Charisma: 15+1. We are primarily a warlock, so this is of course our most important ability score.

Background: Custom background (in-your-walls-dweller variant). Our skill proficiencies will be Arcana and Stealth. Arcana is useful for every spellcasting character as it allows for scribing spell scrolls (Tabletop Builds has a helpful article on the topic: https://tabletopbuilds.com/complete-guide-to-spell-scrolls/). Stealth proficiency is essential in any well-optimized group, as it will raise the party’s “stealth floor” (the lowest number someone can roll on a Stealth check) when using pass without trace to utilize surprise on enemies.

Level 1 (Life cleric)

We are choosing to start with a level of life domain cleric. This is for the sake of having a smoother progression and a far better early-game experience. We get medium armor and shields right out of the gate, bringing our AC to 18 with just starting equipment, and the fact that cleric spells are prepared rather than learnt means we can immediately start with our flashiest spells.

Proficiencies: Insight, Persuasion. Both of these skills are decent social skills; generally applicable in a lot of situations where casting guidance wouldn’t be sensible due to the targets of the skill check being around to see it. We also of course get Wisdom saves, medium armor, and simple weapons.

Disciple of Life. The interaction this feature has with the goodberry spell is why we take a level of life cleric, and is one of the main gimmicks of this build. Due to the fact that it says “use” a spell rather than “cast” a spell, this feature applies the + 2 + spell level healing boost every time a creature’s hit points are restored with goodberry. This means a single (first-level) casting of this spell goes from restoring 10 total hit points to 40 total hit points. The interaction between these two abilities will henceforth be referred to as “lifeberry”.

Spells

A spell’s name written in bold indicates that it is added to a spell list at this level. A spell’s name crossed out means it is removed from a spell list. A spell’s name in brackets means that it is a subclass spell that is automatically prepared or learned for free. A “+1” in parentheses next to a spell indicates that the spell can be cast once without expending a spell slot per long rest. An “R” in parentheses next to a spell indicates that it can be cast as a ritual.

Spell Slots

  • Level 1: 2 slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] goodberry, sleep

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Guidance. This is a very versatile cantrip, essentially acting as a pseudo-Help action that can be stacked on top of the normal Help action to trivialize miscellaneous ability checks. You should always have this up before combat, as it will improve your initiative noticeably.
  • Mending. This is a situational out-of-combat utility cantrip that likely won’t see much use but is still decent to have regardless, as there aren’t many other options for repairing broken objects aside from tools which can require other materials and/or take longer.
  • Thaumaturgy. Another situational utility cantrip. This is considered the least useful of the three “basic utility cantrips” (the other two being druidcraft and prestidigitation). We can essentially use this as a low-budget minor illusion that only produces sounds for now.
  • Bless. A general buff spell that boosts the attack rolls and saving throws of our party. Very nice, especially if party members have Great Weapon Master or Sharpshooter. This should be what you cast if sleep won’t work very well.
  • Cure Wounds. This is a terrible healing spell. It heals far less than goodberry, and because it is an action and only touch range, it is often difficult to use it to pick up a downed ally from 0 hp. Never cast this.
  • Goodberry. A great healing spell that synergizes wonderfully with Disciple of Life (as discussed earlier), and is the whole reason we take a level in life cleric at all. Since this spell lasts 24 hours, you can cast it and the berries will last through the following day. This means that you should always cast goodberry with any leftover spell slots you have at the end of the adventuring day.
  • Sleep. This spell can instantly wreck encounters for levels 1 and 2, and even be a big danger at level 3. This should be your go-to spell to cast during combat if the damage from your light crossbow is insufficient to subdue your foes.
  • Prestidigitation. Yet another out-of-combat utility cantrip, though this one is easily the best we have. Notable uses are lighting and extinguishing small fires, as well as conjuring trinkets (there are many trinkets in the PHB that can be quite helpful).
  • Purify Food and Drink. This is an extremely situational spell. There’s not much to say about it; it does exactly what it says on the tin.
  • Unseen Servant. This is a very useful spell, though we only get one cast per day. It essentially acts as a bonus action to interact with an object: drop ball bearings or caltrops in combat, try and trigger traps up ahead in a dungeon, perform simple manual labour, or simply have it carry around a large pallet for reliable cover in case of a fight.

Off-preps

  • Ceremony. If you’ve got the money for it, you can marry all your party members and an extra humanoid to give everyone +2 AC when close together. Why the extra humanoid? Well, you’ll kill that humanoid at the end of the week, making your party widowed and therefore give them the ability to remarry. Repeat this every week.

Strategy

We’ve got a very strong start compared to many builds of this calibre, due to starting with armor as well as the guidance, sleep, bless, and goodberry spells. Right now your primary weapon in battle should be a light crossbow, which does 4.33 DPR against a baseline AC of 13. When you need to end an encounter quickly, cast sleep to knock out as many targets as possible. If you have any spell slots leftover at the end of the day, use them to cast goodberry to give your party a battery of 40 HP that lasts for 24 hours. Since the build also lacks a consistent bonus action use right now, unseen servant can provide a good use for a few combats.

Level 2 (Life cleric 1, genie warlock 1)

Genie warlock is going to be our main class. Warlocks have a few unique characteristics: Firstly, their spell slots all come back at the end of a short rest, meaning they can keep going at full power for much longer adventuring days than many other characters. They also get invocations which offer a variety of different benefits, from stellar at-will control with Repelling Blast to improved poisons and bonus action attacks with Investment of the Chain Master. The genie subclass provides even more benefits: Effectively a demiplane at level 1, non-concentration hover speed, and some great spells. We choose the spells from the Dao list, since it provides a few truly standout options.

Genie’s Vessel: This is one of the most interesting features in the game. It allows you to create a small vessel which you can enter once per long rest. Much later on we can fill it with various creations, but for now we can use it as object storage and a place to take short rests away from the party. While holding it, we can also deal extra bludgeoning damage equal to our proficiency bonus when we hit an attack once per turn.

Because the vessel is automatically filled with “cushions and low tables”, and all objects in the vessel are ejected when it is destroyed, we can use the vessel to infinitely generate cushions and tables. This can be a tool to make money, furnish a dwelling, or build giant pillow forts, but this can be very disruptive to the game, so ask your DM before attempting to exploit this.

Your vessel can technically be any tiny item in the game, including extremely powerful magic items, but we’re limiting ourselves to the list provided by the feature for our own sanity. Making your vessel a ring of three wishes is a good way to get banned from any table you want to play at.

Spells

Spell Slots

  • Level 1: 2 slots, 1 pact slot

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] goodberry, sleep detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone
  • Level 1: Goodberry, sleep

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Detect Magic. This is a somewhat useful ritual that can act as a very limited magic item finder or magic trap detector. There’s relatively little reason to not keep this up outside of combat, though concentrating on guidance instead can be helpful in the case of unexpected combat.
  • Healing Word. This spell is useful for picking up downed allies, since it’s at range and only a bonus action. Remember, if you’re trying to heal people for any other reason than stabilizing them mid-combat, use goodberry instead.
  • Eldritch Blast. This cantrip isn’t much now, but next level it will become the most common use of our actions.
  • Magic Stone. This is our primary damage option now. If we have allies without some form of ranged attack (say, commoner friends or a barbarian) we can give these to them so that we have consistent bonus action damage.

Strategy

We do largely the same things we were doing last level, only now we have more spell slots and a better attack. Against 13 AC, throwing magic stones does 4.61 DPR or 5.99 DPR if thrown by you thanks to your vessel. We can now afford to cast sleep in most combats thanks to our pact magic spell slot. Out of combat, we can repeatedly take short rests in our genie vessel (say, while the party is travelling) to stock up on lifeberries with our pact magic spell slots. This drastically increases the amount of HP we can restore.

Level 3 (Life cleric 1, genie warlock 2)

Eldritch Invocations. We’re taking Agonizing + Repelling blast. Your Eldritch Blast now deals more damage than if you were attacking with Magic Stone (7.46 dpr against 13AC) and it pushes the enemy 10 feet away on a hit. Now you can push enemies into potent AoE effects like Web or Spike Growth. You can also just push melee enemies away to reduce their likelihood of being able to reach the party.

Spells

Spell Slots

  • Level 1: 2 slots, 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone
  • Level 1: Goodberry, sleep, protection from evil and good

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Protection from Evil and Good. You won’t be casting this often, but it’s powerful enough that it’s worth casting on rare occasions. There’s nothing much to say about it. Most of the time you’re better off casting Bless on your team or spamming Sleep.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast

Eldritch Invocation Descriptions

  • Agonizing Blast. Covered in features.
  • Repelling Blast. Covered in features

Strategy

We finally start to use Eldritch Blast on a regular basis. Sleep falls off quite a bit by now, so you should find yourself concentrating on Bless often. You will also very likely have enough slots leftover for Goodberry at the end of the day.

Level 4 (Life cleric 1, genie warlock 3)

Pact Boon. We take Pact of the Chain, since a familiar is the most powerful thing we can get for now. Later we will also use some of the invocations that Pact of the Chain gives us access to. For now we get a flying invisible familiar (the Sprite), which isn’t bad at all. You can also “milk” a Pseudodragon familiar for its poison if that’s allowed, but that’s beyond the scope of this article.

Spells

Spell Slots

  • Level 1: 2 slots
  • Level 2: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone
  • Level 1: Goodberry, sleep, protection from evil and good
  • Level 2: Phantasmal force, spike growth

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Phantasmal Force. Phantasmal Force is one of those illusion spells that require you to talk to the DM about how it is run. However, if even just some of this spell’s potential is run as written, it becomes the best single-target shutdown spell for its level. The spell’s illusion can create stimuli that could prevent the target from being able to see the party, thus effectively blinding the target. Since the spell replicates any stimuli you want, you can also try to prevent an enemy from moving by using the right illusions. The target rationalizes any illogical outcomes of the phantasm (such as phasing through a solid object), so it may be possible to trick an enemy into thinking it is really trapped. Additionally, the spell is almost impossible for enemies to escape, requiring the target to spend an action making investigation check, which monsters tend to be bad at. The chip damage the spell deals is a nice bonus. Some fun phantasms to create are: a biting squid on the enemy’s head, a burning beehive on the enemy’s head and a bucket dripping with acid also on the enemy’s head. Encasing the target in an iron maiden is also particularly nasty.
  • Spike Growth. This spell creates a huge area of difficult terrain. Any creature that moves across a square in this area also takes an average of 5 damage. This works with forced movement, making your Eldritch Blast very deadly. This increases the expected Eldritch Blast DPR to 10.05 against 14AC.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast

Strategy

We got some decent control spells from our Genie expanded spell list. This is a big part of why the subclass is so good. Spike Growth is our main cast now.

Tier One Summary

Doing really well overall in this tier. Very standard caster gameplay, but with a higher quantity of spell slots.

Level 5 (Life cleric 1, genie warlock 4)

Ability Score Improvement. We choose Resilient (Constitution) as the feat here. 16 con and con save proficiency is a huge buff to our character.

Resilient Constitution would’ve been great in tier 1 due to all the deadly CON saves in that tier. It’s still an essential feat, since CON saves are still very common and we need something to protect our concentration. This feat is only slightly worse at protecting concentration than Warcaster is at the time being, but it gets better as your proficiency bonus increases and protects you from other CON saves.

Eldritch Versatility. adds nothing here.

Spells

Spell Slots

  • Level 1: 2 slots
  • Level 2: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry, protection from evil and good
  • Level 2: Phantasmal force, spike growth, misty step, shatter

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Minor Illusion. Do whatever: the cantrip. Really, this thing allows for some nice creative utility. You can also create “cover” if you want. You’re already stocked up on combat cantrips anyway, so take this fun utility one for a change.
  • Misty Step. A staple spell. Don’t use it often though. It’s only for emergencies where you really need to get away from something.
  • Shatter. Kill many small things quickly. It’s pretty simple. It doesn’t do too much damage though, so the enemies have to have really low hp to get killed by it.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast

Strategy

Nothing major changed. The new spells just cover niches we couldn’t cover before. Do what you’ve always been doing.

Level 6 (Life cleric 1, genie warlock 5)

Big boy spell time

Spells

Spell Slots

  • Level 1: 2 slots
  • Level 3: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry
  • Level 2: Phantasmal force, spike growth, misty step, shatter
  • Level 3: Hypnotic pattern, hunger of Hadar

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Hypnotic Pattern. One of the greatest AoE shutdown spells in the game. All creatures that fail the wisdom saving throw are just taken out of the combat as long as they’re not immune to being charmed (so long as no one frees them from their trance). Kill all the enemies unaffected first to prevent them from waking up their friends, then methodically eliminate your hypnotized foes.
  • Hunger of Hadar. Makes difficult terrain, blinds enemies and deals a bit of damage. Hunger of Hadar creates blackness that no light can illuminate, not darkness. Your friends with darkvision will be able to see just fine into it, and will have advantage on attack rolls against enemies inside.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master

Eldritch Invocation Descriptions

  • Investment of the Chain Master. The Sprite gains one more cool thing it can do: now it can poison enemies or even knock them unconcious by shooting them. Better yet, we don’t have to take the attack action to do so now; it’s just a bonus action to do. The poison effect also scales off of your spell save DC. These buffs made attacking with your familiar go from one of the worst things you can do into one of the best things you can do. Also, the Sprite technically gets a swim speed, but that isn’t very relevant.

Strategy

You get 3rd level spells. Really good ones at that, since both excel at control. Furthermore, your familiar gains an upgrade, which means your bonus action actually requires you to choose what you want to do with it.

Level 7 (Life cleric 1, genie warlock 6)

Elemental Gift. This is an insanely good feature, yet somehow only the 2nd best feature Genie Warlocks get.

This feature straight up provides you with concentration-free flight (with hover) in most encounters. It eventually scales to be able to cover all encounters of a standard adventuring day. This is already amazing.

On top of this, you get resistance to bludgeoning damage, which is one of the most common damage types. It’s only less common than the other two weapon damage types.

Spells

Spell Slots

  • Level 1: 2 slots
  • Level 3: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry
  • Level 2: Phantasmal force, spike growth, misty step
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Counterspell. Very simple to use. Do so when you see a spellcaster cast a spell that is really annoying.
  • Fear. Great AoE wisdom save spell that causes enemies to lose multiple turns on a fail. It may even possibly lead them into harmful AoEs if there’s no safe path away from you. You can also use your flight to cover more ground with this spell and not hit your allies in the process. This is mainly a backup spell, but a great one.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master

Strategy

You covered some extra niches with spell preparations, but flight is the star of the show. You can now automatically win encounters against melee enemies and more.

Level 8 (Life cleric 1, genie warlock 6, divine soul sorcerer 1)

Third class!

Spellcasting. One extra first level slot and Sorcerer spells.

Divine Magic. This feature allows us to do something a little strange due to a little wording oversight. Here’s how it works. Divine Magic gets us a bonus spell from a short list when we choose the subclass. Let’s look at the wording very carefully.

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

The bonus spell can be swapped out, like a normal sorcerer spell. Sorcerer spell replacing can occur when you gain a sorcerer level., which this build does. So that means we can swap the bonus spell out for a different one. Additionally, since we are not replacing the spell “later” (we are replacing instantly it as soon as we gain it), the replacement spell does not have to be from the cleric list. We can therefore take a third sorcerer spell.

Favoured by the Gods. Saving throw protection once per short rest. Very simple and really good. Use it when you fail an important save.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 3: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry
  • Level 2: Phantasmal force, misty step
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, inflict wounds silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Mold Earth. This is for making cover. There are also some utility options for this like digging holes, and whatever other shenanigans you can come up with.
  • Mage Hand. Pure utility like most cantrips you get now.
  • Mind Sliver. Reduce an enemy’s saving throw if it’s very important.
  • Shape Water. A utility cantrip, but a great one. You can create huge temporary cover, mould water into various shapes (to create ice keys for example) or create an ice bridge to cross a lake or river.
  • Shield. Great spell. When you’re about to be targeted with an onslaught of attacks, this makes you much harder to hit. It becomes even better when you’re dodging.
  • Absorb Elements. Another reaction to use for protection. This one is to protect you from powerful elemental AoEs like dragon’s Breath Weapons.
  • Inflict Wounds. We replace this pointless spell instantly with Silvery Barbs, as described above.
  • Silvery Barbs. The last of the 3 big 1st level reaction spells in this game. This can prevent crits and make enemies fail important saving throws, whilst giving a buddy of yours advantage on some next roll. This spell can be really strong, but we don’t really have the spell slots to use it. It’s not too bad though, since it’s still going to be useful sometimes.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master

Strategy

We’ve picked up the best protective spells in the game and an extra slot to use them. Favoured by the Gods adds another layer of protection. This level alone made us go from decently protected to incredibly well protected.

Level 9 (Life cleric 1, genie warlock 7, divine soul sorcerer 1)

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 4: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry
  • Level 2: Phantasmal force, misty step
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear
  • Level 4: Dimension door, summon greater demon

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Dimension Door. Serves the same purpose as Misty Step but costs an action. The thing that makes it better is the 500-foot range and lack of sight requirement. You can also take a teammate with you! This is a good panic option.
  • Summon Greater Demon. you summon a demon for an hour. It is under your control until it succeeds on a charisma save at the end of its turn (with disadvantage, since you can ask it for its true name). That’s why you have to consider that summoning the demon might backfire. There are 3 (more like 3.5) good picks for demons of CR5 or lower.
    • The best option is Dybbuk, since it has Dimension Door at will, is very survivable and has 3 castings of Fear per day. Its hover flight also lets it position itself really well.
    • The second best is Babau with Fear at will. You won’t often need more than 3 of those per summon but it’s kind of nice. Babaus also have a few other miscellaneous spells.
    • Then the third best is Barlgura. It’s essentially a Barbarian. It deals 25.68DPR against 17AC. Unfortunately it isn’t very surviveable, but if you want a bigger sack of hitpoints, you can summon a Tanarukk; it usually isn’t the right play.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind

Invocation Descriptions

  • Eldritch Mind. With Lucky, Eldritch Mind and a +7 con save (and halfling luck), we fail about 1 in 129 DC10 concentration saves. Not much else beyond that.

Strategy

Summon Greater Demon is an incredible addition to our spellist, which we will use in any encounter not solved by control. Dimension Door is a nice upgrade to Misty Step. Also, we basically don’t lose concentration anymore.

Level 10 (Life cleric 1, genie warlock 8, divine soul sorcerer 1)

Ability Score Improvement. For this ASI, we’re taking Alert. It’s an incredibly good feat for us, since we don’t have any initiative boosts except for our dex modifier and Guidance. Our initiative bonus effectively goes from +4.5 to +9.5.

On top of this, the feat provides us immunity to surprise, which is especially good in our case due to our lack of Perception proficiency.

Eldritch Versitility. This does nothing here.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 4: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry
  • Level 2: Phantasmal force
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear, dispel magic
  • Level 4: Dimension door, summon greater demon, stone shape

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Dispel Magic. This spell is very similar to Counterspell due to its ability to stop a spell. The problem with this one is that it’s just less useful and applicable in use than Counterspell is due to how weird its targeting is. This is a temporary spell that will be swapped out next level.
  • Stone Shape. This is a great, non-concentration use of your slot. You can shape (up to) a 5 foot cube of stone into any shape. It doesn’t give restrictions on said shape. This way, you can surround an enemy with stone, create a small wall, traps or anything really. This spell is a reason to carry cubes of stone around everywhere you go. Get a Bag of Holding or something for this. You may think: “how are you doing these things, isn’t the range limited by you having to be touching the end result?”. Well, not really. There is no restriction on shape, so you can just make a (nearly) infinitely thin strand of rock that connects the stone cube’s original location to the desired location. When it comes to AC and hp, we recommend using the Object Statistics rules. An object made from rock has an AC of 17. The size of a 5 foot cube is Medium, so that’s the most reasonable hp to use. It’s also literally rock, so no reasonable DM is going to tell you it’s fragile. This way, the object you “create” has 17AC and 18HP (at least), making it good at stopping one or two enemy actions. Last, this spell can be cast remotely through a familiar due to its range of Touch.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind

Strategy

This is a really good level. We got some niche spells and increased both our offense and defense further by taking Alert. With our increased chance to go first, we want to hopefully remove as many enemy actions as possible with our control spells.

Tier Two Summary

We’re still the same resilient caster with immense healing powers. Our slots scaled a lot in this tier and our spell options and hp healed by Goodberry went up directly with them (Goodberry currently heals 70hp per slot). We’ve got some of the best control options in the game and a lot of complementary features to make them even better. We are on par with other optimised casters (except maybe well-optimised Wizards of the best subclasses).

Level 11 (Life cleric1, genie warlock 9, divine soul sorcerer 1)

Everything comes together

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear, dispel magic
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1)

Spell Descriptions

  • Wall of Stone. This is an integral spell to our arsenal and will be important for a lot of different tech that makes this character really strong, especially since the stone remains after the spell is done.
    • The normal use of this spell is great already. Split groups of enemies, surround groups of enemies with stone and you can even use it for utility, like to create bridges or even walls for a building. The spell used as intended is really nice.
    • Now it’s time for the cool stuff. Remember Stone Shape? Well, you can use the stone left over from Wall of Stone for Stone Shape. Essentially, you can create your 5 foot cubes of rock yourself now with some castings of Wall of Stone. You can cast Wall of Stone and have all the panels placed on top of each other (this is a contiguous structure, so it is legal). With three total castings, you can end up with a 10ftx10ftx5ft block of stone, enough for 4 5ft stone cubes. Each of these stone cubes weighs roughly 10 tons, so transporting them in a bag of holding will not work. A portable hole can transport two of these cubes with the corners shaved off though. These cubes are way better than the ones you can get with default Object Statistics rules, with 1800 HP and 15 AC each. You can use Stone Shape on a cube (being carried in a portable hole to deploy that 1800HP mass of stone in whatever shape you want.
    • Now tech number 2. Genie’s Vessel (your 1st level feature) states that any objects in the vessel appear in an unnocupied space closest to the vessel. Well, if you cast Wall of Stone in your vessel, you now essentially have a Wall of Stone grenade. Just make the wall mimic the walls of the vessel, in order to trap as many creatures as possible upon destruction. Now all you have to do is have your familiar drop the vessel into a group of enemies and have it attack the vessel. If you’re worried about it not breaking, just pre-break it with Unarmed Strikes so it’s left at 1hp. If that doesn’t work, just try again. Your teammates’ summons should also aid you in this of course. This is basically a way to get a Wall of Stone off without concentration and the dexterity save to escape it. It also saves slots.
  • Synaptic Static. non-conc all-star of damage and control. The damage is exactly Fireball damage, but using psychic damage and an intelligence save, making it much more consistent. The control part reduces enemy attack rolls and concentration saves. This cripples hordes of attack users and makes powerful spellcasters very vulnerable.

Extra spell mention

  • Creation. This spell can create any object smaller than a 5 foot cube. This includes magic items. If your DM allows it, you can just replicate a magic item for a spell slot. It does disappear eventually, but this can still be definitively better than Synaptic Static here. We didn’t put it on the build since we find this spell too broken and not good for any actual game.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy

Invocation Descriptions

  • Lance of Lethargy. Your Eldritch Blast now also reduces an enemy’s movement by 10 feet. This is basically a worse version of Repelling Blast. Each casting of Eldritch blast now reduces an enemy’s effective movement by 26.57 feet per casting on average, assuming 17AC.

Strategy

You’ve acquired one of your main gimmicks: locking enemies in nigh-indestructible rock structures. Your Eldritch Blast is also a bit better now I suppose.

Level 12 (Life cleric 1, genie warlock 10, divine soul sorcerer 1)

Sanctuary Vessel. You can now take a 10 minute short rest once per long rest. This is a huge deal for you due to your reliance on short rests. You can recharge your slots after a big battle or you can just stock up on Goodberries, which heal 8hp each (for a total of 160hp healed per rest).

It might be an even bigger deal to Druids though, since now they can take a short rest while one of their conjure spells is up. This means their summons can autonomously regain hp. If that Druid is a Shepherd Druid, they can also provide their summons and the party with temporary hp once again.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 2 pact slots

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs (+1)
  • Level 2: Misty step (+1)

Spell Descriptions

  • Chill Touch. Frankly, this is unimportant. It can however stop a mythical creature from regaining hp for its 2nd phase.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy

Strategy

Nothing really changed this level in terms of strategy.

Level 13 (Life cleric 1, genie warlock 11, divine soul sorcerer 1)

Mystic Arcanum (6th level). We’ll be putting Mystic Arcana in the spell section.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 3 pact slots
  • Level 6: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre
  • Level 6: Conjure fey

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs (+1)
  • Level 2: Misty step (+1)

Spell Descriptions

  • Danse Macabre. This spell is purely for extra dpr. You summon 5 skeletons, that are really good at throwing Magic Stones, due to the bonus they get. The dpr of those skeletons throwing Magic Stones from you and another party member is 27 against 18AC. In some combats, it’s best you concentrate on this and throw down a non-concentration option like vessel bombs or Stone Shape. They’re also good at destroying said vessel.
  • Conjure Fey. This spell summons a Fey or Beast of CR6 or lower. We’re interested in a specific Fey. Definitely talk to your DM about summoning named NPCs with these kinds of spells though.
    • Endelyn Moongrave is a CR6 hag that can only die on a solar eclypse. This makes this summon close to unkillable. It’s also got a cool multiattack action that lets it move enemies 10 feet on hit, similarly to our Eldritch Blast. The dpr of one of those is 16.7 against 18AC. Definitely talk to your DM about summoning named NPCs with these kinds of spells though. The notable spell this creature gets is Plane Shift, which is a great getaway option if you combine it with Rope Trick. You simply enter the Rope Trick and cast Plane Shift inside it. Now you can teleport to any location within the plane you were in before you entered the Rope Trick.
    • So, you can probably already see fey summons aren’t anything special for a 6th level slot on their own. Luckily, you can hoard them with the help of your teammates. Have a party member cast Planar Binding on a hag (of any kind) after you summon one. With three bound hags, you can form a Coven. Covens let a group of 3 hags gain access to a completely new feature, called Coven Shared Spellcasting, which allows those covens to cast spells up to 6th level, as if they were a 12th level Wizard. They regain slots just like a caster would. Covens come in variants. The best coven variants are Nature and Death. The standouts of the Nature coven are Entangle, Spike Growth, Plant Growth and Wall of Thorns. All of those spells make movement a lot harder for enemies. The standouts of the Death coven are Animate Dead and Death Ward. Animate Dead is for accumulating minions, whilst Death Ward is to protect allies.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy

Strategy

We dabble in minionmancy now.

Level 14 (life cleric 1, genie warlock 12, divine soul sorcerer 1)

Ability Score Improvement. We take Lucky here. This feat is infamous. Although we believe it is overrated, it will still protect us from some really nasty saving throws.

Eldritch Versitility. Does nothing here.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 3 pact slots
  • Level 6: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre
  • Level 6: Conjure fey

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs (+1)
  • Level 2: Misty step (+1)

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight.

Invocation Descriptions

Devil’s Sight. We’re getting into the invocations that aren’t must-picks, but cover niche situations. In this case, the cases where you really need that 120 foot darkvision or when you’re dealing with magical darkness.

Strategy

We become a slightly more well-rounded character. We’re way more likely to act before our enemies do and we foil niche features relying on darkness.

Level 15 (Life cleric 1, genie warlock 13, divine soul sorcerer 1)

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 3 pact slots
  • Level 6: 1 Mystic Arcanum
  • Level 7: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre, hallow
  • Level 6: Conjure fey
  • Level 7: Forcecage

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs (+1)
  • Level 2: Misty step (+1)

Spell Descriptions

  • Forcecage. If there’s a target that can teleport out of our Stone Shape (using Dimension Door for example), we can stop them with this spell. No enemy escapes our lockdown now.
  • Hallow. Create a safe space for you and your buddies, or create a trap for your enemies. This spell requires some prep, but the payoff is quite decent. It’s not an amazing spell by any means, but it’s nice to have.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight

Strategy

Forcecage covers another weakness of yours. Don’t worry, there’s interesting stuff coming next level.

Level 16 (Life cleric 1, genie warlock 14, divine soul sorcerer 1)

This level is both terrible and the best level yet.

Limited Wish. Oh boy, this feature is a doozy. It’s safe to say it’s one of the most powerful features in the game. Just to make sure everyone knows how it works, we’ll go through the text in the feature sentence by sentence.

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, 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.

Let’s take this feature apart to explain how it works:

  • The first sentence is the briefest explanation of what happens.
  • The first part of the second sentence expresses that you need your vessel to use this feature.
  • The second part explains what you actually get for using it.
  • The third sentence is the most complicated. The first part is quite simple, just setting limitations to what you can cast.
  • The second part of the sentence states: “and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as a part of this action.”. We will explain it more in depth now.

The big mystery here are the requirements. Well, it says “requirements in that spell” , which by context from the other parts of this feature likely means:

  • The spell requires no components of any kind. This is backed up by “including costly components“.
  • the spell doesn’t require concentration, at least not from you. This is backed up by the lack of the word “cast” anywhere in the text and the quote “requesting the effect of one spell that is 6th level or lower…” and the implication that your genie is casting the spell, provided by the first sentence
  • Lastly, anything that is mentioned as a requirement or a “must” in a spell doesn’t apply to you, which is apparent because the feature explicitly says “requirements in that spell“. Just to be clear, others affected by that spell still have to obey those requirements, which means they still take damage from your saving throw spells.

The first two statements are quite clear in what they do. The last one requires reading through spells of 1st through 6th level with the casting time of an action. However, you don’t have to do that; Dr Mug has done that, as well as writing 18 out of 20 of the levels in this build document. So, now let us list all the spells that this affects, not taking saving throws into account (going from highest to lowest level spells):

  • Word of Recall. You either don’t need to set a sanctuary anymore, or you still have to, but the location doesn’t have to be sacred.
  • Transport via Plants. You don’t have to have seen or touched the destination plant.
  • Programmed Illusion. The size is only limited to range now and the trigger doesn’t have to be an auditory or visual trigger within 30 feet of the area. Yes, this illusion can essentially just do mind reading now.
  • Scatter. The end destination doesn’t have to be on the ground or on a floor anymore.
  • Mass Suggestion. The suggestion doesn’t have to sound reasonable anymore and you can argue that the sentence limit is removed.
  • Chain Lightning. The creatures to which the lightning bounces don’t have to be within 30 feet of the original creature anymore.
  • Wall of Stone. If you create a span of 20 feet or greater, you don’t have to halve the size of each pannel anymore. The panels don’t need to be continuous either.
  • Wall of Force. The pannels don’t have to be continuous anymore.
  • Tree Stride. You don’t have to end each turn outside a tree. You can also argue a tree doesn’t have to be alive and a certain size anymore.
  • Skill Empowerment. You can use it on a creature’s skill regardless of if it has proficiency in it or not.
  • Modify Memory. You don’t have to speak to the target about how its memory changes anymore.
  • Maelstrom. The centre of the area of effect doesn’t have to be on the ground or in a body of water.
  • Summon Greater Demon. The CR of the summon isn’t capped in any way anymore.
  • Suggestion. Same as Mass Suggestion.
  • Crown of Madness. You don’t need to use your action to keep the effect up.
  • Animal Messenger. You can choose a location that you haven’t visited before.
  • Color Spray. The creatures targeted don’t have to have an amount of hitpoints equal or lower than the remaining total of hitpoints to deal with the spell.
  • Animal Friendship. The target doesn’t have to see or hear you.
  • Shape Water. If you color the water, it doesn’t have to be homogenously colored.
  • Minor Illusion. If you create an illusory object, the size restriction of it is removed. (other than range of course)
  • Druidcraft. If you create a sensory effect, it doesn’t have to fit within any particular area other than within range.
  • Dancing Lights. The lights don’t have to be within 20 feet of each other.

Not all of these effects are created equal. Not at all in fact.

The notable spells considering this are:

  • Transport via Plants. This spell lets you go anywhere now. You can literally choose to leave to your base, or any other safe location, mid-battle. You can just use it for transport out of combat too of course.
  • Scatter. Sometimes you really need to reposition, but you don’t want to leave the battle. If you don’t need to move 5 teammates, you can use the remaining targets on enemies, to force them to make a wisdom saving throw or take up to 12d6 fall damage and fall prone.
  • Programmed Illusion. You can create an illusion that changes appearance based on the viewer. You could also use it as an enhanced Detect Thoughts. These are the only uses we can come up with so far, but this spell has room for lots of creativity.
  • Mass Suggestion. Employing some powerful creatures to fight for you is very useful sometimes. Your suggestions don’t have to sound reasonable anymore, so you can just end them all with “eat shit”. You can also use this spell to gather a cheap work force. You likely won’t need this, because your party is likely to have many summons at this stage.
  • Wall of Force. A staple control spell. It has the capabilities to put many of your enemies in a death trap.
  • Transmute Rock. Another great control option. Rock to Mud forces your enemies to spend way more movement than they usually would and can completely immobilise them by restraining.
  • Greater Restoration. For emergencies only.
  • Summon Greater Demon. Your very best option. You can summon a demon lord if you wish. Orcus is an extremely potent summon, and with the help of teammates, you can accumulate an army of planarly bound demon lords. This likely isn’t healthy for your game, but you are in late Tier 3 anyway, so the game is likely completely broken already.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 3 pact slots
  • Level 6: 1 Mystic Arcanum
  • Level 7: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre, hallow
  • Level 6: Conjure fey
  • Level 7: Forcecage

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight

Strategy

You can now summon gods to your command and travel anywhere however you want.

Tier Three Summary

You slowly went from an extremely powerful spellcaster to a literal god. Well done keeping your campaign from ending.

Level 17 (Life cleric 1, genie warlock 15, divine soul sorcerer 1)

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 3 pact slots
  • Level 6: 1 Mystic Arcanum
  • Level 7: 1 Mystic Arcanum
  • Level 8: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear, dispel magic
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre, hallow
  • Level 6: Conjure fey
  • Level 7: Forcecage
  • Level 8: Demiplane

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs

Spell Descriptions

  • Dispel Magic. Back on our spell list.
  • Demiplane. Create an extradimensional space for any purpose. Store summons and magic items, create a cool base, do anything really. However, if you don’t have things to store, we recommend taking Maddening Darkness instead, for the powerful control and damage it provides.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight
  • Tomb of Levistus

Invocation Descriptions

  • Tomb of Levistus. This invocation isn’t always good, but it prevents you from dying sometimes. We’re not concentrating often at all at this point, so you being incapacitated doesn’t do that much. This essentially just gets you an extra pool of hitpoints. Feel free to choose anything else.

Strategy

You got extra storage space for your infinite demon lords.

Level 18 (Life cleric 1, genie warlock 16, divine soul sorcerer 1)

Ability Score Improvement. +2 CHA. This is our best option, which means we ran dry on good feats. It’s a little sad but isn’t the end of the world either.

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 3 pact slots
  • Level 6: 1 Mystic Arcanum
  • Level 7: 1 Mystic Arcanum
  • Level 8: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of Hadar, counterspell, fear, dispel magic
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre, hallow
  • Level 6: Conjure fey
  • Level 7: Forcecage
  • Level 8: Demiplane

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight
  • Tomb of Levistus

Strategy

Nothing of note.

Level 19 (Life cleric 1, genie warlock 17, divine soul sorcerer 1)

Spells

Spell Slots

  • Level 1: 3 slots
  • Level 5: 4 pact slots
  • Level 6: 1 Mystic Arcanum
  • Level 7: 1 Mystic Arcanum
  • Level 8: 1 Mystic Arcanum
  • Level 9: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of hadar, counterspell, fear, dispel magic
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre, hallow
  • Level 6: Conjure fey
  • Level 7: Forcecage
  • Level 8: Demiplane
  • Level 9: Wish

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs

Spell Descriptions

  • Wish. A large majority of what we can do with this spell is covered in this great article: https://tabletopbuilds.com/spell-spotlight-wish/. Genie Warlocks are also the best user of this spell, because if you create a Simulacrum, it regains its Mystic Arcana after a long rest. This is another niche you cover that Wizards don’t.
    • Funnily enough, it has the same clause as Limited Wish does for bypassing “requirements”, which isn’t a thing covered in the article. However, these spells don’t have to be spells that take an action to cast and can be up to 8th level. We will now go over the spells that change when cast with Wish that can’t be cast through Limited Wish, what the changes are and how good they are.

Wish Spells

  • Mighty Fortress. The area where you make your fortress can include buildings now. This is an effective tool to destroy buildings now. (good)
  • Control Weather. You can now cast this spell indoors. (not good)
  • Temple of the Gods. The size of the temple is only limited by range. (good)
  • Teleport. The destination can be anywhere, on any plane and doesn’t have to be known to you. If you Teleport an object, it is not limited in size anymore apart from range. (okay)
  • Symbol. The glyph can be moved around freely. (okay)
  • Sequester. The condition for ending it early can be anything now. (not good)
  • Fire Storm. The area of effect doesn’t have to be continuous anymore. (decent)
  • Dream of the Blue Veil. You don’t need the magic item from a different plane. (mostly irrelevant)
  • Planar Ally. You don’t have to know the creature you’re contacting and you don’t have to be able to communicate to bargain what you want. (irrelevant)
  • Create Undead. You don’t have to recast this spell to reassert control over the undead. (pretty good)
  • Planar Binding. The targeted creature can leave your range during casting. (irrelevant)
  • Infernal Calling. The CR of the summoned creature is uncapped. (insanely strong)
  • Dream. There is no limit on range. (irrelevant)
  • Creation. The item you create is no longer required to fit within a 5 foot cube and doesn’t have to be one you’ve seen before. (insanely strong)
  • Contact Other Plane. You don’t have to ask all your questions in the duration of the spell. (irrelevant)
  • Commune. Same as Contact other Plane. (irrelevant)
  • Awaken. The intelligence of the creature you affect doesn’t has no limit now. (irrelevant)
  • Glyph of Warding. The spell doesn’t have to target a creature or an area anymore. (really good)
  • Magic Mouth. The command isn’t limited to 25 words now and the triggers aren’t limited to auditory or visual. (really good, but probably irrelevant)
  • Ceremony. The creatures don’t have to be within range throughout the whole casting time. (irrelevant)
  • Illusory Script. You don’t have to know the language that your Illusory Script is written in. (irrelevant)
  • Find Familiar. You can argue that there is no range limit on delivering touch spells. (not very good)

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight
  • Tomb of Levistus

Strategy

Clone yourself, clone yourself in a different way, cast 24 hour casting spells as an action. There isn’t a single thing holding you back now. Also you got another normal pact slot, which weirdly enough, isn’t that impressive.

Level 20 (Life cleric 1, genie warlock 17, divine soul sorcerer 1, bard 1)

Bardic Inspiration. You can boost your party’s rolls 4 times per day. Not too bad, but not really good either.

Spells

Spell Slots

  • Level 1: 4 slots
  • Level 2: 2 slots
  • Level 5: 4 pact slots
  • Level 6: 1 Mystic Arcanum
  • Level 7: 1 Mystic Arcanum
  • Level 8: 1 Mystic Arcanum
  • Level 9: 1 Mystic Arcanum

Cleric Spells

  • Cantrips: Guidance, mending, thaumaturgy
  • Level 1: [Bless, cure wounds] detect magic (R), healing word

Warlock Spells

  • Cantrips: Eldritch blast, magic stone, minor illusion, chill touch
  • Level 1: Goodberry
  • Level 3: Hypnotic pattern, hunger of hadar, counterspell, fear, dispel magic
  • Level 4: Dimension door, summon greater demon, stone shape
  • Level 5: Wall of stone, synaptic static, danse macabre, hallow
  • Level 6: Conjure fey
  • Level 7: Forcecage
  • Level 8: Demiplane
  • Level 9: Wish

Sorcerer Spells

  • Cantrips: Mold earth, mage hand, mind sliver, shape water
  • Level 1: Shield, absorb elements, silvery barbs

Bard Spells

  • Cantrips: Vicious mockery, true strike
  • Level 1: Unseen servant (R), comprehend languages (R), feather fall, longstrider

Other Spells

  • Cantrips: Prestidigitation
  • Level 1: Purify food and drink (+1), unseen servant (+1), silvery barbs

Spell Descriptions

  • Vicious Mockery. We haven’t picked the cantrips seriously, since it doesn’t matter. We weren’t gonna cast Bard cantrips anyway.
  • True Strike.
  • Unseen Servant. All the spells we’ve picked here are here only for very, very mild utility. They’re best used as a way to pass your time, since they take long to cast due to being rituals.

Eldritch Invocations

  • Agonizing Blast
  • Repelling Blast
  • Investment of the Chain Master
  • Eldritch Mind
  • Lance of Lethargy
  • Devil’s Sight
  • Tomb of Levistus

Strategy

You’ve got 3 more slots to cast reaction spells with. Bardic Inspiration lets us and our party members not die sometimes.

Overall Summary

This build manages to pick some of the most stupidly broken options in this game. If you don’t feel like it, you’re still a very valuable addition to any party. You’re able to spam powerful control spells like nobody else can and your healing can carry your team through Tier1 and 2 if combats are tough.

7 responses to “A Generous Stoner – Genie Warlock Build”

  1. Awesome article. You’ve raised quite a few points I haven’t seen before, and cleric 1 dips now seem to be the way to go on warlock quite a lot of the time.

    I knew Genie was great, but the wording memes here are nothing short of incredible. Limited Wish and Wish really should have been written by a skilled game designer ngl. Once more, we have proof that if a spell in the PHB has more than five sentences there will be an issue.

    Pillow and furniture farming tech is also genius. I can’t wait to make money selling the stuff that comes free with my catapult munitions/tangler grenades.

    I will be experimenting with the knowledge this article has revealed. I’m pretty sure Twilight is the way to go for other races that don’t get berries, but I’m also looking at Peace and Forge. Once again, thanks for the awesome build!

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    1. Yeah definitely. Dr Mug and people_pretti did a really nice job finding this stuff honestly. Baffled me too lol

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  2. […] I would like to thank my friends at Nystul’s Magic Website for helping me with this article. Check them out if you haven’t already, they have really awesome and in-depth content including what I now consider to be the best Warlock build in 5e so far. […]

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  3. […] build was inspired by the Generous Stoner build on Nystul’s Magic Website, and it got me thinking just how much untapped potential there […]

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  4. Lovely build. I have two notes:

    1) It’s the perfect partner in crime for Dr Mug’s Moon Knight build; with all that healing going into melee might be viable sometimes. Maybe repost that build to the site?

    2) Thanks for giving me the foundation to build my own Daolock! I ended up speciallizing in Minionmancy and Default Kills, but a lot of this build is evident in it’s DNA. I explained the playstyle in the comments here:

    Checkmate – A Basic Guide to Default Kills

    There aren’t a lot of builds in 5e that can legitimately claim to be able to solo entire dungeons without expending any resources (and relying on 0% tech), and this is one of them.

    For reference, I’ll list the key stats below.

    Race: Human (Mark of Handling).

    Final Ability Scores (with Customize Your Origin):
    Str 8, Dex 12, Con 14, Int 10, Wis 14, Cha 18

    ASI’s (in order of acquisition): Feat: Inspiring Leader, Feat: Alert, Feat: Skill Expert (Intimidation), Feat: Metamagic Adept (Extended Spell, Subtle Spell).

    Final Class Levels: Dao Genie (Pact of the Chain) Warlock 17/ Trickery Domain Cleric 3 (Dips taken at character levels 4, 19, and 20).

    Final Eldritch Invocations: Cloak of Flies, Devil’s Sight, Investment of the Chain Master, Relentless Hex, Shroud of Shadow, Sign of Ill Omen, Voice of the Chain Master.

    Final Spells:

    Spells known (Warlock):
    – Cantrips: eldritch blast, magic stone, mind sliver, minor illusion
    – Level 3: conjure animals, fly, meld into stone, remove curse
    – Level 4: dimension door, summon greater demon, stone shape
    – Level 5: dream, infernal calling, scrying, synaptic static, teleportation circle, wall of stone
    – Level 6: conjure fey
    – Level 7: finger of death
    – Level 8: demiplane
    – Level 9: wish

    Spells Prepared (Cleric):
    – Cantrips: guidance, mending, resistance
    – Level 1: ceremony, charm person, detect magic, protection from evil and good, disguise self
    – Level 2: aid, locate object, mirror image, pass without trace

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    1. Interesting. The idea with sorc though is to get the important reaction spells. Without access to shield, silvery barb, AE etc it’s very likely that your character could be downed if a mistake is made. Other than that, great build lol. mark of handling is infamously strong fr (although a few spell picks are def a bit redundant)

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  5. vincent Vindevogel Avatar
    vincent Vindevogel

    Running the lvl7 variant atm.
    I love it!

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