Base Class: Warlock
"We found an old chest, covered in barnacles and gems, damp to the touch. Larith couldn't pry it open though, should've figured it was sometin' funny then. Josh an' Larith decided, an' we brought it to the Cap'n, and he brought it to his Sea-Witch. She threw some fish scales an' other muck on it an' muttered a word, an' the damn thing snapped open! Then, all 'ell broke loose. A big guy with blue skin and a shaved head popped out of the chest, drippin' wet and surrounded by a whirlpool. 'E shouldn't have been able to fit in such a tiny thing, but there 'e was. Snapped his fingers and suddenly the whole ship dropped, like a slice of ocean was cut out from underneath us. Sea-Witch, she started chanting, then this guy laughs, an' snaps 'is fingers again. Seawater an' sand poured out of the witches mouth, then the chest-man grinned. An' started chantin' where she left off! I dove overboard then, lucky too, the giant hog looking thing that our witch usually summoned? It popped up on deck, but this time, it was working for 'im..."
Your patron is a Genie from the elemental planes. A Dao, Djinn, Efreet, or Marid. You are imbued with elemental magic, control over the native plane of your master. But all power has a price. The raw personality of your patron eats at your mind, moreso then with other warlocks. The genie patron fuels you with feelings of superiority, you are even able to stop other spellcasters and throw their spells back at them. But your servitude grates at you, one day you will have the power to control your patron, not it you.
Expanded Spell List
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. additionally, the type of your patron, Dao, Djinn, Efreet, or Marid also grants you an expanded spell list.
Genie Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
If your patron is a Dao you also have the following options added to your expanded spell list
Dao Expanded Spells
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SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
If your patron is a Djinn you also have the following options added to your expanded spell list
Djinn Expanded Spells
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SPELL LEVEL |
SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Steel Wind Strike |
If your patron is a Efreet you also have the following options added to your expanded spell list
Efreet Expanded Spells
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SPELL LEVEL |
SPELLS |
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1st |
Searing Smite |
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2nd |
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3rd |
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4th |
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5th |
If your patron is a Marid you also have the following options added to your expanded spell list
Marid Expanded Spells
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SPELL LEVEL |
SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Elemental Demise
Starting at 1st level, As a reaction to being hit by a melee attack, or when you are reduced to 0 hit points, you release a burst of sand, wind, smoke, or foam, depending on your Patron. All creatures within a 10 ft. sphere of you take force damage equal to your Warlock level plus your Charisma modifier (minimum of 1), and must succeed on a Strength saving throw or be knocked 10ft. away from you. You may always use this feature when you drop to 0 hit points, but only may use it a number of times equal to your charisma Modifier (minimum of once) as a reaction. Your reactive uses of this feature recharge after a short or long rest.
Additionally, starting at the first level, you learn an additional cantrip, either [Tooltip Not Found], gust, mold earth, or shape water, depending on your patron. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Genie Bottle
Starting at 6th level, you obtain a vessel. the vessel is a container of some kind, with a lid or other means of opening, and is no longer then 1 foot in any dimension. You may choose to enter the vessel by touching it and performing a 1 minute long ritual, you are then brought inside the vessel for 8 hours, and you take a long rest. While in the vessel your requirements for food, water, and air are magically met, you do not need sleep, while resting in your vessel, but you gain the benefits of sleep or your racial equivalent upon emerging. The interior of the bottle is a demiplane similar to a portable hole. You can store up to 100lbs of objects that fit in a 5ft. cube in your vessel, but may only retrieve or store them by performing a minute long ritual. Objects in the vessel do age, but are protected from things like the elements and rot. While you are in your vessel you cannot perceive anything outside of it. Attempting to store living things other than you in your vessel results in all objects and creatures to be expelled and your vessel to become unusable for 1d6+1 days.
While inside your vessel, you cannot perceive the outside world, you can perform most simple tasks inside your vessel such as using tools, crafting an item, or reading a book, though there is no interior lightsource. If you choose, you may designate a password when entering your vessel. When a creature speaks the password within 10ft. fo the vessel, you are immediately expelled from the vessel, and your rest is interrupted. When you complete a Long Rest in your vessel, you regain an additional 2 hit dice, with this number increasing to 3 at the 11th level and 4 at the 17th level. Once you use your vessel for a number of long rests Equal to your Charisma modifier (minimum of 1) you must spend a long rest outside your vessel.
Your vessel has an AC of 17 and has a number of hit points equal to your warlock level times 4. Your vessel weighs 4 lbs regardless of contents. It's lock is that of the spell arcane lock and has a DC of 27 to force open. If the spell [speel]Knock[/spell] is cast on your vessel you are immediately expelled along with all objects stored within. Your vessel resists all damage, is immune to poison damage and bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine. When your vessel would take psychic damage and you are inside it, you take that psychic damage, otherwise the vessel is immune. Spending a long rest outside your vessel repairs all damage to it, though you may choose to keep alterations such as artistic carvings. If your vessel is destroyed, all stored objects, including yourself, are expelled to the nearest available space. You must spend four hours and 500gp in materials to create a new vessel.
Placing your vessel inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Superior Spellcaster
Starting at 10th level, you learn the counterspell. It counts as warlock spell for you, but doesn't count against your number of spells known. Additionally, when you cancel a spell of the 5th level or lower that has a casting time of an action or bonus action with counterspell, you may attempt to cast that spell as an action on your turn. Casting a spell in this way does not require a spell slot or material components, including ones that cost money, as they were provided by the original caster. When you cast the spell, it is considered a Warlock spell and you use Charisma as your spellcasting modifier. You may use the feature once, and regain the ability to do so after a long rest.
Starting at the 11th level, when you successfully counter a spell of the 6th level, you may use your use of the Mystic Arcanum feature to cast that spell with this feature. When you gain higher level uses of the Mystic Arcanum feature, you may use this feature at those higher levels.
Elemental Glide
Starting at 14th level, As a bonus action, you surround yourself in a swirling vortex of elemental power. You can return to normal as a bonus action. While in this form you gain a 30ft. flying speed and the ability to hover. When you fly, the portion of your body below your waist turns into a cyclone of sand, seafoam, smoke, wind, or another indicator of your patron. When you transform in this way, your armor class gains no benefit from armor, and only gains the magical benefits of magical armor. You have disadvantage on Dexterity (Stealth) checks while flying. Additionally, you gain the following based on your patron.
Dao: As an action you grant yourself a burrowing speed of 15ft. for 1 minute, while you burrow you do not displace earth and minerals, but cannot burrow through worked stone. You must concentrate, as if concentrating on a spell, to keep this movement speed. If you lose concentration while encased in earth, you are forced out in the direction of the closest open space that can accommodate you at a rate of 10 feet a round until you exit. If you fail to exit during the 1 minute duration, either by losing concentration, and failing to exit in the remaining time, or the effect ending, you stop moving and are encased in stone, suffocating and restrained.
Djinn: Your flying speed increases to 60ft. While flying, you may use your bonus action to dash, but only gain the benefits of the dash while using your flying speed.
Efreet: While flying, you gain Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Marid: While you have your flying speed, you gain a swimming speed of 30ft. If you already have a swimming speed, it increases by 30ft., additionally you can hold your breath for 1 hour, whether or not you have your flying speed.
Dao Movement
As an action you grant yourself a burrowing speed of 15ft. for 1 minute, while you burrow you do not displace earth and minerals, but cannot burrow through worked stone. You must concentrate, as if concentrating on a spell, to keep this movement speed. If you lose concentration while encased in earth, you are forced out in the direction of the closest open space that can accommodate you at a rate of 10 feet a round until you exit. If you fail to exit during the 1 minute duration, either by losing concentration, and failing to exit in the remaining time, or the effect ending, you stop moving and are encased in stone, suffocating and restrained.
Djinn Movement
Your flying speed increases to 60ft. While flying, you may use your bonus action to dash, but only gain the benefits of the dash while using your flying speed.
Efreet Movement
While flying, you gain Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Marid Movement
You gain a swimming speed of 30ft. If you already have a swimming speed, it increases by 30ft., additionally you can hold your breath for 1 hour.
Expanded Invocations List
Sultan's Carpet
Prerequisite: 15th level, The Genie Patron
You may cast Wind Walk once using a warlock spell slot. The wisps of cloud you form are reminiscent of your patron. You regain the ability to cast this spell after a long rest.
Hearth and Home
Prerequisite: 7th level, The Genie Patron
You may bring up to 8 medium or smaller creatures with you into your vessel. They follow all the same rules as you, and gain all the same benefits as you do. Psychic damage taken by the vessel is dealt to all inhabitants. If any inhabitant chooses to leave it expels all inhabitants and disrupt the long rest. If you do not wish for an inhabitant to exit they must succeed on a Charisma saving throw against your Spell Save DC. They may repeat their saving throw once every hour. The space of the interior of your vessel appears to be a 20 foot cube furnished as you choose, with access to all your stored items. The interior usually coincides with your patron, for instance those beholden to a Marid may find themselves surrounded by impenetrable walls of dark water or coral.
Once you have opened your vessel to guests, you cannot use your vessel or this feature until you finish a long rest outside your vessel.
One with the Pact
Prerequisite: 9th level
You have advantage on charisma skill checks with creatures similar to your patron. The Archfey: fey, The Celestial: celestials, The Fiend: fiends, The Genie: elementals, The Great old One: aberrations, The Hexblade: undead
Calling
Prerequisite: 5th level, The Genie Patron
You may cast Conjure Minor Elementals once, using a warlock spell slot, the spell is cast at at least the 4th level even if your spell slots are not of that level. Once you use this feature you cannot use it again until you have completed a long rest.
Whispers of the Elements
Prerequisite: The Genie Patron
You may cast the spell Speak with Animals once. However, instead of animals, you may speak with the elemental spirits in the air, earth, fires, and waters. These spirits have an intelligence comparable to beasts, the exception being huge masses of these elements, such as the sky or sea, while they are very intelligent, small happenings such as battles or local monsters quickly slip their minds. This spell only effects elements on the material planes. You regain the ability to cast this spell after a long rest.
Bound Spirit
You may cast Unseen Servant at will, without expending a spell slot. You may only have one servant active at a time.
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