From the molten forges of Gozva Ka to the cloud-palaces of the djinn, you can now swear the Oath of the Noble Genies and harness the powers of these elemental masters! Alongside this new subclass for Paladins, you’ll find all the tools necessary to forge your legend and make the Realms remember your name in Forgotten Realms: Heroes of Faerûn, including new subclasses, backgrounds, spells, and more!
Let's dive into the Oath of the Noble Genies Paladin and explore a character build that’s ready to play tonight!
Answer the Call of the Elements Your Way
The character we feature in this article is an example of the type of hero you can build with the Oath of the Noble Genies Paladin subclass and other options from the new Forgotten Realms books.
When the time comes to set off on an adventure, the character you create is entirely up to you—but one thing is for sure, the land of Faerûn will learn of your legend soon enough!
The Oath of the Noble Genies

Paladins who swear the Oath of the Noble Genies draw upon the forces of the Elemental Planes and the genie masters of each element.
In the Forgotten Realms, many of these oathbound hail from the Calimshan region, where genies can be found in greater numbers.
Through their oath, these Paladins gain the following features:
Level 3: Elemental Smite
Supercharge your smites into a flexible tool for control, mobility, or burst damage by expending a use of your Channel Divinity immediately after you cast Divine Smite to produce one of the following effects.
- Dao’s Crush. Imposes the Grappled and Restrained conditions on the target of your Divine Smite spell—perfect when you need to peel pressure off an ally or focus damage on a particular baddie.
- Djinni’s Escape. Grants you a short-range teleport and temporary Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions until the end of your next turn. Ideal for avoiding [Tooltip Not Found], getting out of sticky situations, and when you need to rescue a surrounded party member.
- Efreeti’s Fury. Adds an extra 2d4 Fire damage to your Divine Smite and arcs flames to a nearby target, inflicting 2d4 Fire damage on them as well. Great for taking out multiple weaker creatures or hampering an enemy spellcaster's Concentration.
- Marid’s Surge. Unleashes a concussive wave that potentially pushes back nearby foes by 15 feet and knocks them Prone—use it when you’re surrounded or to knock enemies into environmental hazards.
Level 3: Genie Spells
These spells help expand our Paladin’s offensive, defensive, and movement repertoire. Chromatic Orb provides a reliable ranged spell attack, while later on, Conjure Minor Elementals and Summon Elemental give potent options for our Concentration.
Mirror Image is an excellent defensive spell, especially if you can cast it just before combat starts.
Fly and Gaseous Form can be indispensable tools, both in and out of combat, for navigating various types of terrain.
Level 3: Genie's Splendor
Having the option to get a base Armor Class of 10 plus our Dexterity and Charisma modifiers while not wearing armor gives us the interesting choice of playing a Paladin that focuses on their Dexterity over Strength.
We can lean into this further by choosing to wield Finesse weapons, which allow us to use our Dexterity modifier for attack and damage rolls, and by stacking into Constitution, which is always beneficial for Hit Points, maintaining Concentration, and saving from effects that target Constitution saving throws.
It’s worth noting that you can wield a Shield and still gain this benefit, which is an important AC boost for our survivability.
Level 7: Aura of Elemental Shielding
Getting an extra damage Resistance is an excellent way to boost our Paladin's presence on the frontline. Plus, you get to share this Resistance with each ally in your Aura of Protection!
The kicker here is flexibility—you can swap the damage type out for another option from a list of elemental damage types at the start of each of your turns. This helps you adjust when enemies change their tactics.
Level 15: Elemental Rebuke
This feature cements your role as a punishing frontliner who can soak up damage and deal it back.
When hit by an attack, you can use your Reaction to halve the damage and strike back with a vengeance, dealing a burst of damage and again choosing the damage type from a short list to get around Resistances or target Vulnerabilities.
Level 20: Noble Scion
Fly above the battlefield to rain smites down from any angle and use the Minor Wish to clutch a critical save or attack roll for yourself or an ally!
While Minor Wish uses your Reaction, being able to automatically succeed in a D20 Test (or help an ally within your Aura of Protection succeed) once per round truly makes this feature feel like a wish fulfilled.
The main thing you’ll have to worry about is timing. At higher levels, every D20 Test can mean life or death. Do you help your ally succeed in their saving throw against an Ancient Red Dragon’s Fire Breath? Or do you save it so you can ensure your smite-infused attack strikes true?
Emberheart, the Fanged Flame (Build)

This build embraces agility, precision, and elemental prowess in a way only an Oath of the Noble Genies Paladin can.
Emberheart trades the Paladin's typical heavy weapons for fluid movement, relying on Genie’s Splendor to maintain a strong AC while dancing through combat with the use of Dexterity-enhancing feats.
A Legend Forged in the Heat of the Desert
Known across Calimshan as the Fanged Flame, Emberheart was born amid desert heat in the city of Gozva Ka.
The extreme heat of the efreet stronghold exposed Emberheart to sandy streets and molten forges. In the Shimmering Oasis, he rose through the ranks of an efreet's forge and eventually swore his Oath of the Noble Genies, then set forth on adventure across the vast desert of Calimshan.
On his travels, Emberheart has trained with dao who have steeled his resolve, and djinn who have refined his grace. A distrust towards marids, instilled by the efreet of Gozva Ka, means he has yet to learn their practiced patience.
Playstyle Priorities
Dance Through Danger. By prioritizing Dexterity over Strength, taking the Speedy feat, and eventually choosing the Boon of Speed, Emberheart is a blazing fast combatant able to weave through a crowded battlefield. The additional Speed and ability to duck Opportunity Attacks will work wonders when he gains the ability to cast Fly at level 9.
Dish Out Damage to Grouped Enemies. The Dragonborn's Breath Weapon feature, plus the options granted by Elemental Smite, allow Emberheart to terrorize clusters of enemies. This, combined with his ability to navigate the battlefield with ease, should make it simple to get into position for maximum effectiveness.
A Burning Beacon to Rally Behind. Emberheart's Aura of Protection not only bolsters allies’ saving throws when they're inside the Emanation, but it also grants them Resistance to his chosen type of damage. With his added mobility, Emberheart can position himself where he's needed most—and Summon Elemental gives him a companion to stand by his side, always gaining the benefit of his aura.
A Conduit for Elemental Fury
Emberheart raises his rapier, and molten light dances along its edge. He strikes at the bandits who sought to destroy and pillage an ancient temple to the efreet. The ground cracks beneath his enemy’s feet, and stone cuffs their legs.
Taking to the skies, he avoids the strike of another foe, who stumbles into his restrained companion.
The first bandit scrabbles at his earthly bonds as Emberheart opens his maw and unleashes a torrent of flame. These bandits have learned fear and respect for the elements, if only in their dying moments.
Emberheart Build Information
| Category | Choice |
|---|---|
| Background | Genie Touched: Ability Score Increase (+2 Charisma, +1 Dexterity); Skill Proficiencies (Investigation, Perception); Tool Proficiencies (Glassblower’s Tools); Magic Initiate (Wizard) feat (Elementalism, Fire Bolt, Feather Fall); |
| Species | Dragonborn: Draconic Ancestry (Red); Breath Weapon; Damage Resistance; Darkvision; Draconic Flight |
| Ability Scores | Dexterity → Charisma → Constitution |
| Level | Features |
|---|---|
| 1 | Core Paladin Traits (Persuasion, Intimidation) Lay on Hands; Spellcasting; |
| 2 | Fighting Style (Dueling); Paladin's Smite; Weapon Mastery (Rapier, Javelin) |
| 3 | Paladin Subclass (Oath of the Noble Genies): Elemental Smite; Genie’s Splendor (Acrobatics); Genie Spells |
| 4 | Ability Score Improvement (Charisma +2) |
| 5 | Extra Attack; Faithful Steed |
| 6 | Aura of Protection |
| 7 | Aura of Elemental Shielding |
| 8 | Ability Score Improvement (Feat: Speedy, Dexterity +1) |
| 9 | Abjure Foes |
| 10 | Aura of Courage |
| 11 | Radiant Strikes |
| 12 | Ability Score Improvement (Feat: Piercer, Dexterity +1) |
| 13 | N/A |
| 14 | Restoring Touch |
| 15 | Elemental Rebuke |
| 16 | Ability Score Improvement (Charisma +2) |
| 17 | N/A |
| 18 | Aura Expansion |
| 19 | Epic Boon (Boon of Speed) |
| 20 | Noble Scion |
Bring the Majesty of Genies to Your Table
Your journey begins in Forgotten Realms: Heroes of Faerûn, where you can shape your destiny with 8 subclasses, 18 backgrounds, 34 feats, 19 spells, and more—all crafted to help you carve your name into a realm full of epic stories.
With Forgotten Realms: Heroes of Faerûn on D&D Beyond, you'll have everything you need to build an adventurer and dive into your epic quests, including the Character Builder, Maps VTT, and Campaign management tools!

Mike Bernier is the Content Marketing Manager for D&D Beyond, where he helps bring the worlds of Dungeons & Dragons to life. When he isn’t adventuring across the multiverse in search of his next great story, Mike can be found gaming, hiking with his partner, or cooking something delicious while his dog waits for him to drop a bite.









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Posted Nov 4, 2025I dig the idea, but your execution leaves me puzzled. You mention a rapier in the flavor text, but there are NO items in the character sheet. Also, you call out the Boon of Speed in the explanation, but list the Boon of Dimensional Travel in the progression. What gives?
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Posted Nov 4, 2025Your calculation for the unarmored AC is wrong and needs to be adjusted. Really cool article though, and I'm looking forward to playing one of them myself!
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Posted Nov 4, 2025Fixed these issues. Thanks!
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Posted Nov 4, 2025Why does it get Elementalism from both Magic Initiate: Wizard and the Genie Spells?
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Posted Nov 4, 2025Good catch! Updated to take Mage Hand instead.
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Posted Nov 4, 2025I'm not sure if this is the right place to put this, but the Efreeti option of Elemental Smite is borderline useless. Why spend my Channel Divinity to deal a whopping 10 damage when I could TELEPORT AND BET BPS RESISTANCE, GRAPPLE AND RESTRAIN AN ENEMY, or use AN AOE KNOCK PRONE effect.