I find the Warlock level 20 feature Eldritch Master totally useless as it states:

Eldritch Master: At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

But your spell slots are always recharged on a short rest.

Spell Slots: The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

So, what's the point of Eldritch Master? I thought that maybe an errata and the recharged slots are the ones from Mystic Arcanum, that would be a good 20th level feature.

We are using a short rest variant that makes short rests 5-10 minutes instead of an hour.

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    \$\begingroup\$ I think your DM giving your 5-10 minute short rests is doing a dis-service to your group. The game mechanics are written to make a short rest more available than a long rest, but still...It's a rest that you regain certain abilities, functions and can even heal some hit points back. You can't really justify this happening within 5 minutes unless you are using a healing potion and mana potion mechanic and just giving the characters time to empty a draught or two of each. \$\endgroup\$ – Escoce Feb 23 '15 at 21:34

Short rests require an hour in which

a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

(PHB, page 186.)

Eldritch Master takes one minute, and doesn't specify what you can and can't be doing in that time. It's unclear (i.e. open to DM ruling) if you have to spend that minute doing nothing except entreating your patron, but even if that's true, sometimes, you don't have an hour. If you're running away from something, you might just be able to get a minute lead on it to quickly get your spells back. An hour lead is a lot less likely.

A minute is a very short time out of combat, and even in combat, it's 10 rounds. In a protracted fight you could probably pull this off. In a really protracted fight, you might need to. For example, if you're fighting the Tarrasque, your Eldritch Blast will be entirely useless. Once you're out of spell slots, you're going to be standing around doing nothing. (Slight exaggeration.) Your allies might be able to keep you alive for 10 rounds so that you can get some spells which have a chance of achieving something.

It shouldn't need pointing out, but an hour is 600 rounds, which is just not going to be possible in any combat. (Unless you're fighting a Dire Half-Dragon Fiendish Snail or something, but that's just getting silly.)

Of course, all of this is somewhat pointless if your DM is ok with you doing other things during the minute it takes to use this. For example, even if you're only allowed to use your movement, running around for a minute screaming at your patron for help seems completely achievable. If your DM rules that you can fight as normal during that minute, then this feature might actually be too powerful. Get into a fight with a tough enemy? Start praying to your patron. That gives you 10 rounds to use all your resources, at the end of which you just get them back immediately. Personally, I wouldn't be quite that lenient, but that's up to your DM.

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    \$\begingroup\$ @CorvenDallas I'd ask your DM to allow this power to be instant out of combat then. It's not a combat power (10 rounds is a long time to sit idle), but with your short rest variant, making it much quicker is legit. \$\endgroup\$ – wax eagle Feb 23 '15 at 18:47
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    \$\begingroup\$ Agreed. Any time you use a variant, game balance is impacted in some way. In this case, a 20th-level ability was rendered less interesting. Since your DM is open to variants, then it isn't much of a stretch to do some modest rebalancing a la house rule. \$\endgroup\$ – kbrimington Feb 24 '15 at 6:02
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    \$\begingroup\$ EB works just fine on the Big T from the inside.... \$\endgroup\$ – Mindwin Oct 7 '17 at 1:55
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    \$\begingroup\$ @CorvenDallas 5-10 minutes is about a 10th of an hour, so maybe you could get the one minute changed to one round? \$\endgroup\$ – Please stop being evil Nov 17 '17 at 22:29
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    \$\begingroup\$ The "cast in combat" version is pretty situational. First, the combat has to go at least 10 rounds before it kicks in at all, and big spells early in the fight are always worth more than big spells late in the fight. Personally, as a DM, I'd say that you could do it, but it prevents you from free-action talking or casting spells with verbal components... which happens to include Eldritch Blast. \$\endgroup\$ – Ben Barden Oct 25 '18 at 21:36

The point of Eldritch Master is to give you the benefit of a Short Rest in a much shorter time (1 minute instead of 60).

From your clarification in response to the first answer, your group is using a variant of Short Rest as 5-10 minutes, rather than 60. This greatly reduces the power of Eldritch Master, as it's now speeding up recovery by 5-10x rather than 60x, and if your group is regarding Short Rest as a thing that happens all the time (which is what a 5-10 minute break suggests to me), then in your case Eldritch Master isn't useful.

RAW, however, it's a useful if not awesome ability.


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