Warlock
Base Class: Warlock

You have made a pact with some sort of powerful Genie. You have have met them by accident while exploring their elemental plane, sought them out with the intention of making the deal, or perhaps you freed them from a magical container and managed to convince them you are their best way to escape their containment for good. Regardless of how you met, you now have some sort of benign grace from a being told to grant wishes. Being's like this, Dao, Djinni, Efreeti, or Marid, are said to be able to grant any wish one could have. What you hope to gain is likely your guiding force for this pact.

Genie Patron

Your patron determines the benefits you gain later in levels.

Dao

Your patron is a greedy and selfish Dao from the Elemental Plane of Earth. They adorn themselves in jewels and other expensive niceties.

Djinni

Your patron is a proud and sensuous Djinni from the Elemental Plane of Air. They dress in loose, comfortable clothing, enjoy pungent wines and beautiful music..

Efreeti

Your patron is a cruel and vicious Efreeti. They are clever, self indulgent, and see themselves as the only orderly genie around.

Marid

Your patron is an egotistical Marid. They dress in fine, silken vests and consider themselves better than even the most lofty genies.

Expanded Spell List

The genie may give you unique spells, but your spells are far more varied based on what type of genie is your patron.

Dao

Your Dao patron adds earth tremor, maximilian's earthen grasp, erupting earth, stoneskin, and wall of stone to your expanded spell list.

Djinni

Your Djinni patron adds thunderwave, gust of wind, gaseous form, storm sphere, and control winds to your expanded spell list.

Efreeti

Your Efreeti patron adds burning hands, flame blade, fireball, wall of fire, and immolation to your expanded spell list.

Marid

Your Marid patron adds fog cloud, misty step, tidal wave, control water, and maelstrom to your expanded spell list.

Expanded Familiar Options

Should you take the Pact of the Chain boon, in addition to the normal bonus creatures you can summon, you can summon a Mephit that shares an element with your patron. Alternatively, you can ask your DM about making a minor elemental of the appropriate element of your patron. Work with your DM to create such a creature.

Elemental Source

Starting at 1st level, you get one of the following benefits depending on the elemental nature of your patron.

Dao

Your patron is from the Plane of Earth, a land of stone and gems and caverns beyond measure. When you take damage, as a reaction, you can reduce the damage taken by an amount equal to your Charisma modifier + half your Warlock level (minimum of 1).

Djinni

Your patron is from the Plane of Air, a plane where quick reflexes are required to avoid the constantly changing winds and foes from any direction. You can add your Charisma modifier to your initiative rolls.

Efreeti

Your patron resides in the Plane of Fire, where the heat and fire burn everything in their path. Once per turn when you roll for fire damage, you can reroll the damage dice and use either roll.

Marid

Your patron resides in the deepest reaches of the oceans of the Plane of Water, and has given you the power to safely tread all waters. You gain a swimming speed of 30ft. If you already have a swimming speed, add 30ft to your total.

Elemental Displacement

As a reaction to taking damage, you can turn into a cloud of an elemental aspect of your patron and vanish. You gain resistance to all damage until the beginning of your next turn and teleport to an unoccupied space you can see within 60ft of you. Once you use this feature, you can't do so again until you finish a short or long rest.

Enslave

You learn how to create a magical container and a ritual that binds a creature into the vessel and to your will. You can create this container during a long rest.

Whenever you cast a spell, you can instead use the power of that spell to attempt to bind a creature you can see to the vessel and place it under your control. The creature cannot be behind any sort of barrier, and must be able to hear you, as you need to recite a magical incantation. The creature must make a Charisma saving throw against your spell save DC. On a successful save, the creature is not bound to you, the spell is wasted as if you had cast it, and you cannot attempt to bind a creature until you finish a long rest. If they fail the save, the creature has anything from magical shackles or a mystic collar placed on it and is magically forced into the container. From then on, you may summon the creature from the container as a bonus action. The creature obeys your every verbal command so long as what you command it to do is not impossible or out of reason for the creature to do. The creature is not charmed by you, and can still consider you it's enemy, but it can not directly harm you or knowingly cause events that would harm you. The creature is freed from it's containment if a creature casts remove curse on the contained creature, you choose to end it's imprisonment, the creature dies, the container is destroyed, or if you use this feature again on a different creature. At which point, the original container is destroyed and the creature is freed from its imprisonment.

You can use this ability on creatures that are only so powerful. Creatures you can attempt to contain go by the following restrictions.

  • You can only attempt to bind a creature that has a CR equal to the spell slot you spent to use this feature.
  • You can only attempt to bind a creature that is of a size Large or smaller.
  • You cannot use this ability against constructs.

The container that you create is magical, but can still be destroyed. Regardless of shape or form, the container has an AC of 18 and 30 hit points. Should the container be destroyed, whatever creature was bound to it is freed.

Elemental Acsention

Starting at 14th level, you learn how to temporarily and partially turn your body into the element of your patron. As an action, you can transform the lower half of your body into a cyclone of sand, water, smoke, wind, or another indicator of your patron.You can return to normal as a bonus action. While in this form you gain a 30ft flying speed and can pass through a space as narrow as 1 inch without squeezing, treating this as difficult terrain. Additionally, you gain the following based on your patron. 

Additionally, depending on the specifics you decide for your elementally based form to take, your DM may be able to give you additional features. Talk with your DM about wether they'd be willing to give you an additional feature based on your chosen manifestation of your elemental powers.

Dao

You can move through unworked stone without disturbing it and can pass through a hostile creatures space as if it was difficult terrain. If you move through a hostile creatures space, they must make a Constitution saving throw or be blinded until they spend an action to clear their eyes. If your movement stops in the space of a hostile creature or in solid stone, you are pushed out to the nearest unoccupied space, taking 1d6 force damage for every 10 feet you travel. 

Djinni

Your flying speed increases to 60ft. While flying, you may use your bonus action to Dash and can use the Evasion ability as a reaction.

Efreeti

You can pass through a hostile creatures space as if it were difficult terrain. Additionally, when you pass through a hostile creatures space, you can force them to make a Dexterity saving throw or take 3d8 fire damage, or half as much on a successful save.

Marid

Creatures you pass over must make a Strength saving throw or take bludgeoning damage equal to your charisma modifier and be pushed 5ft away from you in a direction of your choice. Additionally, any non-magical flame you pass over are extinguished. 

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