The warlock features in Tasha’s Cauldron of Everything give you a bit more power than you had before. Not by leaps and bounds, but by enough to make the warlock a much more powerful force than ever before.
The warlock features in Tasha’s Cauldron of Everything expand your options and give you more damage and utility than ever before. The optional features give the utility, and both subclasses increase your damage output by a significant margin. These options do not invalidate previous choices, but the abilities presented can increase the power of a warlock.
This is why your DM should really consider if they are ready to give this many options to the warlock. If you are wondering if you should use the book, Tasha’s Cauldron of Everything, then check out our review on the full book to see if it’s right for your game! But for now, let’s dive into the warlock features in Tasha’s Cauldron of Everything.
Warlock Optional Class Features
The cantrips provided are amazing for warlocks. They always had a problem in melee since they didn’t deal as much damage as a fighter. Now at lower levels they can deal just as much damage. The other spells are nice, but not overpowered when compared to other warlock spells. Summoning is nice, and can lead to many different options being available. Primarily the spells offer new options, which are always nice.
Pact of the Talisman:
The Talisman pact gives you Guidance limited by a long rest, which isn’t really great. The only good part about this pact is the invocations.
Here you can replace pact spells, cantrips, and boons. This is always nice to have in case you later realize that those abilities, cantrips, or spells aren’t what you want.
Eldritch Invocation Options:
There are too many here to go over, but they are almost all amazing. If you have the Pact of the Tome you can basically use Sending as many times as you want. Anyone can have advantage on concentration checks for spells, and you can gain spells per long rest that don’t use your normal spell slots. There are many amazing invocations to check out, and they can really enhance how you want to play your warlock.
Warlocks really are like sorcerers. They have a few known spells, but only a few spells that they can cast per battle. If you want to find out more on why warlocks are like sorcerers, read our article on sorcerer features in Tasha’s Cauldron of Everything.
These otherworldly patrons try to help alleviate that problem in different ways. The Genie archetype lets you have some crazy utility that helps you out more than almost anyone else. The Fathomless archetype primarily provides damage, but also can provide utility at later levels. These subclasses are interesting and debatably better than any other warlock subclasses.
The patrons presented here increase your damage, give you long rest options, and are just great overall. I will not go over the extended spells since they are just like the extra spells warlocks get in the optional features. With that, let’s dive into it and check out what the otherworldly patrons present to you!
Tentacle of the Deeps:
A number of times per long rest equal to your proficiency bonus, you can use your bonus action to conjure a tentacle! The tentacle is 10ft long and can be up to 60ft away. It deals 1d8 cold damage (2d8 at level 10). This tentacle can move up to 30ft and attack as a bonus action for 1 minute. It gives massive extra damage and is a great damage boost to any warlock.
Gift of the Sea:
You gain a swimming speed of 40ft and can breath under water. This doesn’t have much consistent mechanical use, but it is interesting and useful in certain situations.
When a creature takes damage within 10ft of your Tentacle of the Deep, you can use your reaction to reduce the damage by 1d8 (2d8 at level 10). This is amazing and possibly a broken tier ability.
You gain the spell, Evard’s Black Tentacles and can use it for free once per long rest. In addition, whenever you use this spell, you gain temporary health equal to your warlock level. Taking damage cannot break your concentration. This is a pretty amazing ability if you like using this spell.
As an action, you can teleport yourself and up to five willing creatures within 30ft of you up to 1 mile away. This recharges on a short rest and is a great way to get out of a sticky situation. This ability is great for retreating, but at this level you will be hard pressed to make it useful since most DMs will have effects in an area that negates it.
Once you pick your type of genie, you get a vessel (Bottled Respite). This vessel can be almost anything that you want and you can enter it once per long rest. You can be inside this comfy 20ft by 20ft room here a number of hours equal to 2x your proficiency bonus . This part of the ability isn’t that great, but the second part is quite good. Once per turn you can add your proficiency bonus to your attacks that require an attack roll (Genie’s Wrath). This potentially adds extra damage every round you are attacking.
You now have resistance to a damage type associated with your genie and as a bonus action, can fly at 30ft per round for 10 minutes. You can do this as many times per long rest as your proficiency bonus. Flying at level 6 for a caster is always amazing, and it is even more amazing when you can do it 3x per long rest! This is a great feature that can save you in a fight or give more options than were ever available before.
When you use your Bottled Respite (which is limited to 1x per long rest), you can now bring up to five other willing creatures into the vessel with you. Inside the bottle, a short rest only takes 10 minutes instead of 1 hour. Also, when any hit dice are used inside your bottle, your proficiency bonus is added to the total amount healed. This makes short rests much more doable and worthwhile, and is a great optional feature to help you replenish right before almost any big fight.
Once per long rest, you can use any 1st-6th level spell without cost. You cannot use this ability again until 1d4 long rests have passed. When you have almost 8th level spells and you can only use this ability once every 1d4 long rests, its really not that good. The cooldown and lack of power is a huge issue, but the versatility is nice. Limited Wish just isn’t the best ability for level 14, sadly, but doesn’t take away any of your previous benefits.
The warlock features in Tasha’s Cauldron of Everything add a lot of options. You can deal more damage, get new invocations, spells, known spells, utility, and even more! There is so much to this part of Tasha’s that helps enhance the warlock. It is quite impressive and something to be excited about as a player, and cautious of as a DM. I can only imagine the horror when an unsuspecting NPC signs their name into a book and is sent Sending messages 50 times a day. The pure, unadulterated horror.
Aside from jokes, the power in the subclasses is nothing to sneeze at. The Fathomless is an amazing patron that allows damage reduction and bonus action damage. While I personally prefer the Fathomless patron to the Genie, the Genie does give a lot of utility and roleplay. Elemental Gift is able to change the game and is a worthy contender to Oceanic Soul. Whatever you choose, you will have a great time.
This has been Wizo, and keep rolling!
Find us on Twitch:
Find us on YouTube:
Want to support our creators? Find our Patreon here: