Base Class: Paladin
Brandish the Elemental Splendor of Genies Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water— to create splendid and destructive displays of elemental might.
On Faerûn, many Paladins who swear this oath hail from Calimshan, a land rife with genie-kind. Despite their strong local ties, these Calishite Paladins often undertake quests that take them all over the Realms and across the multiverse— including, naturally, the Elemental Planes.
These paladins share the following tenets:
- Beget creation with destruction.
- Lead with splendor and grace.
- Respect the elements, and fear their wrath.
Level 3: Genie Spells
Due to DnDBeyond publishing limitations, you'll need to add each spell from the table into the drop down lists here. Please add them in order displayed on the table as the list are limited by spell level.
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Noble Genies Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Chromatic Orb, Elementalism, Thunderous Smite |
| 5 | Mirror Image, Phantasmal Force |
| 9 | Fly, Gaseous Form |
| 13 | Conjure Minor Elementals, Summon Elemental |
| 17 | Banishing Smite, Contact Other Plane |
Level 3: Elemental Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.
Dao’s Crush. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
Djinni’s Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a mist-like form, which lasts until the end of your next turn. While in this form, you have Immunity to the Grappled, Prone, and Restrained conditions.
Efreeti’s Fury. The target takes an extra 2d4 Fire damage.
Marid’s Surge. The target and each creature of your choice in a 10-foot Emanation originating from you makes a Strength saving throw against your spell save DC. On a failed save, the creature is pushed 15 feet straight away from you and has the Prone condition.
Genie's Splendor
When you aren’t wearing Medium or Heavy armor, you gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.
Due to DnDBeyond limitations, there is currently no way to automatically add the bonus if you are wearing Light Armor. You will need to manually apply this bonus to your AC directly on the sheet. You can do this by Clicking on your AC number in your character sheet > "Customize" > In "Additional Misc Bonus", enter your Charisma modifier (e.g., if your CHA is 16, enter +3) > In "Enter Source Notes", type the name of this feature ("Genie's Splendor").
Be aware - If you wear Medium or Heavy armor after this, then you will need to manually remove this bonus.
Acrobatics
You gain proficiency in Acrobatics.
Intimidation
You gain proficiency in Intimidation.
Performance
You gain proficiency in Performance.
Persuasion
You gain proficiency in Persuasion.
Level 7: Aura of Elemental Shielding
Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder damage. You and your allies have Resistance to that damage type while in your Aura of Protection.
At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).
Level 15: Elemental Rebuke
When you are hit by an attack roll, you can take a Reaction to halve the attack’s damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 4d10 plus your Charisma modifier; the damage is one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 20: Noble Scion
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Flight. You have a Fly Speed of 60 feet and can hover.
Minor Wish. When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.
Previous Versions
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Posted May 21, 2025Interesting way to recreate the spell list! Still trying to work out which spells are useable in homebrew now that the new SRD without having to pour through the document each time.
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Posted Mar 20, 2025Updated this to fix the spell list being incorrect. Apologies for the initial mistakes, I was tired and got mixed up between this and the druid during the process. It should now be working.
Also checked the Proficiency from Genie's Splendor - someone reported it wasn't working but it seems to work fine on my end, so please let me know if anyone has further issues.