Homebrew Genie (*Variant*) Species Details

 

Play a Genie if you want...

To control elemental powers and the ability to change personality and physical appearance.

To be a powerful and knowledgeable being of the Elemental Planes.

To be a member of a race that favors the: Sorcerer, Druid, Bard, or Wizard classes.

 

Physical Qualities:


 

Genie's have a non-elemental state of being, yet these are seldom seen among the most civilized of peoples. Being a Genie does provide the being with elemental resistances and appearances.

Genie's have an above average lifespan compared to their original race. They live to be about 3000 years old.

 

  • Dao/Stone:

    The Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they hover their lower bodies become columns of swirling sand and stones. A Dao isn't happy unless it is the envy of other Dao. The Dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These maze-works are continually expanding as the Dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A Dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice. A Dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, Dao on speaking and trading terms with the Efreeti, but they have nothing but scorn for Djinni and Marids. Other races native to the Elemental Plane of Earth avoid the Dao, which are always seeking new slaves to mine the maze-works of their floating earth islands. The Dao trade for the finest slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the Dao hate being enslaved. Powerful wizards have been known to lure Dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the Dao, their greed makes it relatively easy for mages to cozen them into service. Dao have Muddy brown skin: golden energy lines and eyes; dark dirty hair but most tend to be bald and tend to have a more muscular build than the other Genies.

 

  • Efreeti/Pyre: 

    Hulking genies of the Elemental Plane of Fire, the Efreeti are masters of flame, immune to fire and able to create it on a whim.They wear fine silk caftans and damask robes, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an Efreeti hovers, its lower body transforms into a column of smoke and embers. The Efreeti are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreeti don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. Efreeti view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The Efreeti rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line. Most Efreeti reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, Ereeti military outposts thronging with their minions and slaves can be found scattered throughout the planes. On the Material Plane, Efreeti dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the Djinni that ride the desert whirlwinds, and with the earthbound Dao. Efreeti utterly despise Marids, with whom they have maintained a passionate conflict throughout the history of both races. Efreeti have pale red skin: Fiery Orange energy lines and eyes; and flickering flames coming out of their red/orange hair. 

 

  • Marid/Sea:  

    Hailing from the Elemental Plane of Water, the Marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest Marid sees itself as clearly superior to the flighty Djinni, the ground-hugging Dao, and the fuming Efreeti. Large and piscine, Marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea waves breaking against a rocky cliff. When hovering, their lower bodies transform into columns of foamy water. Water is a Marid's native element, and the genie can manipulate water in virtually any way it desires. A Marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into a mist or use water as a weapon to bludgeon its foes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where slaves and guests reside. A Marid doesn't expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves and aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts. All Marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important Marids. Marids treat all others-including other genies as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate Djinni, dislike Dao, and despise Efreeti. Humanoids are among the lowest of the creatures that Marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake since wizards have managed to imprison Marids in elemental gems, iron flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with Marids, to which an obsequious mortal is a creature that knows its place. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of Marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a Marid is a sure way to invoke its wrath. Madrid have sea-foam green skin: Dark blue energy lines and eyes; teal colored hair that seems to always be wet and sometimes are covered in scales or fins.

 

  • Djinni/Sky: 

    Proud, sensuous genies from the Elemental Plane of Air, the Djinni are attractive, lean, well-muscled humanoids with pale blue skin and bright eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their beauty. Djinni rule floating islands of clouds tuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, Djinni enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinni are known for their sense of mischief and their favorable attitude toward mortals. Among genies, Djinni deal coolly with Efreeti and Marids, whom they view as haughty. They openly despise Dao and strike against them with little provocation. Masters of air, the Djinni ride powerful whirlwinds that they create and direct on a whim. Creatures that stand against a Djinni are assaulted by wind, thunder, and lightning even as the Djinni spins away on that wind if outmatched in combat. When a Djinni flies or hovers, its lower body transforms into a column of swirling air and lightning. The Djinni believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, Djinni are the ones most amenable to servitude, though they never enjoy it. Djinni treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly. A mortal who desires the brief service of a Djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a Djinni using magic. Long-term service displeases a Djinni, and imprisonment is inexcusable. Djinni resent the cruel wizards that have imprisoned their kind in gem stones, iron flasks, and such throughout the ages. Betrayal, particularly by a mortal whom a Djinni trusted, is a vile deed that only deadly vengeance can amend. Djinni have pale Blue skin: White energy lines and eyes; silver windswept hair and tend to have a leaner build than the other Genies.

 

As a Genie you have the option as a Bonus Action to change your movement type to Hovering, you can hover up to 3 feet above the ground for 3 hours and can move over difficult terrain without expending extra movement, When Hovering you are under the effect of the Feather Fall spell.  If you are reduced to 0 hit points you stop hovering. Your hovering/flight speed is equal to your movement speed.

 

Playing a Genie:


 

 A Genie is the result of an Individual striking a deal and trading their freedom with another Genie, whether it was intentional or the Individual was tricked. How did you come about becoming a Genie? How long have you been a Genie? Do you want to pursue the original Genie that you struck a deal with?

 

 

Genie's Vessel:


 

You are bound to the Laws of being a Genie.
Starting at 1st level, you make any small container your own Genie Vessel. Choose any small container that has a lid, such as a flask, a jar, or an oil lamp, (some Genies even use a soul stone) to become your Genie Vessel after a 1 hour ritual. You may only have one genie vessel at a time. If you complete the ritual to make another Genie Vessel, the previous vessel disappears, The Genie's Vessel has the following properties:

- It is essentially indestructible. If your vessel is lost it can be teleported back to you using a bonus action.

- It can be used as your arcane focus

- You may enter the vessel after a minute of concentration. The inside of the vessel is a 30 ft tall cylinder with a radius of 50 ft. It is decorated and furnished to your liking. An exquisite meal will be magically provided for you if you so desire it. You may not remove any Furniture or Food created within the vessel but you can store and retrieve items from the outside. If you make a new vessel, this space automatically transfers to the new vessel. This space is physically impenetrable but can be accessed by powerful magic such as planar travel or teleportation. This space can not be viewed by scrying and other such divination magics. If someone activates your vessel while you are within it you must make a Charisma saving throw if you succeed nothing happens, if you fail you are expelled into the nearest unoccupied space. If you chose to leave your vessel on your own you must make a Charisma saving throw aswel, if you succeed you are released; if you fail you are unable to attempt to exit your vessel for 1 minute.

-Anything stored or retrieved in your vessel is an action. If you have a familiar, it can retrieve items for you as an action if it can physically carry it.

 

Elemental Manifestation:

Choose one elemental manifestation: Dao/Stone, Efreeti/Pyre, Madrid/Sea, or Djinni/Sky. That manifestation is part of your nature. Each elemental manifestation offers particular benefits and Resistances. Your Benefits do not require a spell slot to cast nor do they count against your spells known. Charisma is your spellcasting ability for these spells.


 

 Dao/Stone:  

 

Walk of the Earth

You can move across difficult terrain made of earth or stone without expending extra movement. You gain a burrowing speed of 40 feet.

Heart of Stone

Resistance against Bludgeoning Damage and Immune to being Petrified.

Rock Solid

You know the Mold Earth cantrip and can cast the Stone Skin (4th level) once with this trait. You regain the ability to cast it again after you finish a long rest. 

Cast the First Stone

You cover your fists and feet with Hardened Stone and do an additional 2d8 Bludgeoning damage with unarmed attacks.


 

Efreeti/Pyre:

 

Fuel the Fire

When hit with fire damage roll 1d6 and heal yourself by that amount. You have a climbing speed of 40 feet.

Fire Proof

You have resistance against Fire Damage and are immune to being Set on Fire.

Fan the Flame

You know the Produce Flame cantrip. You can also cast Burning Hands (3rd level) once with this trait. You regain the ability to cast it again after you finish a long rest. 

Hot Tempered

Once per encounter you go into a BURNING RAGE and gain the following benefits for 3 turns.

• When you make a melee weapon Attack, you gain a +2 bonus to the damage roll. This bonus increases by +2 at levels 5, 9, 13, and 17.


 

Madrid/Sea: 

 

Amphibious

You can breathe air and water. You have a swimming speed of 40 feet. 

Aquatic Adaptation

You have resistance against cold damage and are Immune to being Frozen

Ride the Waves

At the end of each turn heal your self by 1d4+1 if you are submerged in water/wet 

Call of the Sea

You know the Shape Water cantrip. You can also cast the Create/Destroy Water (3rd level) once with this trait. You regain the ability to cast it again after you finish a long rest. 


 

Djinni/Sky:

 

Unending Breath 

You can hold your breath indefinitely when you are not incapacitated.

Tempest

You have resistance against Lightning and Thunder Damage.

Run Like the Wind

You have a base walking speed of 40 feet.

Eye of the Storm

You know the Gust cantrip. You can cast the Call Lightning (3rd level) once with this trait.You regain the ability to cast it again after you finish a long rest.


 

Genie Characteristics: Agile, free-spirited, independent, headstrong, impulsive, joyful, passionate, quick-tempered, perceptive, joyful, wild, tempestuous, haughty, exotic.

Male/Female Names: Genie Typically keep the original names they had before they entered the their contract

 

 

Genie (*Variant*) Traits

A Genie has many exclusive magical traits

Languages

You can speak, read, and write

Common

Primordial- (Dialect depends upon your native plane)

Dao- Terran

Efreeti- Ignan

Madrid- Aquan

Djinni- Auran

and 1 more language of your choice.

Elemental Origin

You are considered an elemental creature for the purpose of effects that relate to creature origin.

Who dares disturb my Slumber?

Rather than sleep, you have to spend 4 hours in your vessel each day. If the day reaches its 20th hour and you still have not done this, you are forcibly sucked into your container and unable to leave until 4 hours have passed. After resting in this way, you gain the same benefit that a humanoid does from 8 hours of sleep. However, you must succeed in making a Charisma saving throw to exit your vessel. If you fail you must wait 1 minute before you can try again.

A Certain Djinn-na-sais-quoa

You are immune to being charmed, and can't be put to sleep by magical means.

Weapon Proficiency

You are proficient with Longswords, Shortswords,Scimitars, Whips, Daggers, Bows, Crossbows, and Polearms.

Hovering

As a Genie you have the option as a Bonus Action to change your movement type to Hovering, you can hover up to 3 feet above the ground and can move over difficult terrain without expending extra movement, When Hovering you are under the effect of the Feather Fall spell. If you are reduced to 0 hit points you stop hovering.

 

 

(Your Hover/Flight speed is equal to your walking speed)

Now you see me, now you dont..

Once per encounter as a reaction to being attacked you may cast Misty Step and teleport 15 feet away to an unoccupied space of your choosing, your body disintegrates into either, a crystalline powder (Dao), a warm breeze (Djinni), a flash of fire and smoke (Efreeti), or a burst of water and foam (Madrid).

Ability Score Increase

+2 to Charisma,  +1 to Dexterity or Strength

Age

Genies live to be up to about 3000 years old

Alignment

Your alignment is greatly influenced according to your elemental manifestation.

 

Dao- Neutral Evil

Efreeti- Lawful Evil

Madrid- Chaotic Neutral

Djinni- Chaotic Good

 

 

Size

Medium

Speed

Your base walking speed is 35 feet.

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