The Genie, 2nd Variant (5e Subclass)

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The Genie, 2nd Variant[edit]

Warlock Subclass

Your otherworldly patron is a Genie, a rare and powerful elemental creature. You might have found your genie in a old, dusty lamp or you could have summoned it from the elemental planes. Warlocks with Genie patrons tend to have a more of a personal relationship with their patron than others, your genie might directly talk to you, however your genie is not your slave. It does not have to do your every bidding; it most likely had just agreed to lend you its power. There are four types of genies to chose from: Dao, Djinn, Efreet, and Marids. Your patron spells and abilities are determined by which class of genie you take. (Note: The spells marked with * are taken from the Elemental Evil player's companion, which could be found for free at http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)

Genie Spell Lists[edit]

Due to each type of genie having different elemental abilities, there are four separate lists of extra Otherworldly patron spells; one for each type of genie that you could have as an Otherworldly patron.

Dao Spell List[edit]
Spell Level Spells
1st absorb elements, earth tremor
2nd maximillian's earthen grasp, magic weapon
3rd erupting earth, wall of sand
4th conjure minor elementals, stone shape
5th conjure elemental, wall of stone
Djinni Spell List[edit]
Spell Level Spells
1st absorb elements, thunderwave
2nd dust devil, warding wind
3rd wind wall, call lightning
4th conjure minor elementals, storm sphere
5th conjure elemental, steel wind strike
Efreeti Spell List[edit]
Spell Level Spells
1st absorb elements, burning hands
2nd aganazzar's scorcher, scorching ray
3rd melf's minute meteors, fireball
4th conjure minor elementals, fire shield
5th conjure elemental, immolation
Marid Spell List[edit]
Spell Level Spells
1st absorb elements, fog cloud
2nd levitate, misty step
3rd tidal wave, water breathing
4th conjure minor elementals, watery sphere
5th conjure elemental, maelstrom
Additional Mystic Arcanum Spell[edit]

Wish is added to your warlock spell list for purpose of using as a mystic arcanum.

Bonus Cantrips[edit]

Starting at 1st level, you gain the ability to shape the element of your genie patron, These cantrips do not count against your number of catrips you know. Mold earth* if your patron is Dao, Gust* if your patron is Djinn, Control flames* if your patron is Efreeti, Shape water* if your patron is Marid.

Elemental Power[edit]

You call upon your patron to send forth a blast of elemental power to damage your foes.

You may use an action to hurl a line of energy up to 120 feet at a creature that you can see within range and then make a ranged spell attack against the target. If the attack hits, the creature takes 1d8 + your level in warlock damage based on the element of your Patron.

Bludgeoning if your patron is Dao or a Marid, Lightning if your patron is Djinn, and Fire if your patron is Efreeti.

This ability's damage increases by 1d8 as you gain levels in warlock when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Elemental Shield[edit]

Starting at 6th level, you gain the ability to conjure a shield made of your patron’s element as your reaction when targeted by an attack or spell, adding 6 to your AC and reducing damage taken from ranged effects that require a dexterity saving throw to half on a failed save, or none on a successful save. The shield disappears at the start of your next turn.

The shield is made of crumbling rocks on dirt if your patron is a Dao, whirling wind if your patron is a Djinni, fire if your patron is an Efreeti, or water if your patron is a Marid.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Elemental Protection[edit]

Starting at 10th level, you form a ward that protects you from being damaged by your patron’s element. You gain resistance to bludgeoning damage and you gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone if your patron is Dao. Resistance to lightning damage and are immune to the effects of gust or strong winds if your patron is an Djinni. You gain resistance to fire damage and are immune to negative effects from hot environments as described in the dungeon master's guide if your patron is an Efreeti. You have the ability to breath underwater and a swim speed equal to your movement and resistance to fire damage if your patron is a Marid.

If you already have a resistance to you corresponding element you now have immunity to that element.

Elemental Prison[edit]

Starting at 14th level, you gain the ability to encase a creature of size larger or smaller in a swirling cage made of your patron’s element for 1 minute or until your concentration is broken (as if concentrating on a spell). The prison is made of swirling stones if your patron is a Dao, hurricane force wind if your patron is a Djinni, swirling fire if your patron is an Efreeti, or jet-speed water if your patron is a Marid. If the imprisoned creature attempts to escape or enter the prison it will take 4d10 bludgeoning damage, or 4d10 fire damage if your patron is an Efreeti. Once you use this feature you can't use it until you finish a short or long rest. Once you reach level 20, you can use this feature to imprison a huge or smaller creature.

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