Homebrew Genie Species Details

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 as an action. 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.

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 can cast the Stone Skin (4th level) twice, Earth Glide (8th level) once, and Move Earth (6th level) once with this trait. You regain the ability to cast them 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 can gain advantage on one fire spell cast per 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.

• You have Resistance to bludgeoning, piercing, and slashing damage.


 

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), Sleet Storm (3rd level), and Wall of Ice (6th level) once with this trait. You regain the ability to cast them 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), Thunderwave (3rd level), and Wind Walk (6th level) once with this trait. You regain the ability to cast them 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 (check names of your original race)

 

Genie 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 choosing. (Your native tongue before becoming a Genie)

Elemental Origin

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

Genie's 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.

Darkvision

Thanks to your Eladrin blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You cant disern color in Darkness, only shades of grey

Genie's Resistance

You are immune to being charmed, and magic can't put you to sleep.

Master of Escape

Once per encounter you may Return to the Lamp as a Reaction and teleport up to 30 feet into the lamp. It takes you an additional turn to be called from the lamp.

Weapon Proficiency

You are proficient with Longswords, Shortswords,Scimitars, Whips, Daggers, Bows, Crossbows, and Pole-arms.

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)

Genie's Death

When you die, 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), leaving behind only the equipment you were wearing or carrying.

Ability Score Increase

+2 to Charisma,  +1 to two Abilities of your choice

Age

Genies live to be up to about 3000 years old

Size

Genies are generally built like their Original race, standing anywhere from 3 feet to over 6 feet tall. Your size is that of your original race.

Speed

Your base walking speed is 30 feet.

 

Master's Wish: 

Once every 3 days you are required to grant 1 Lesser wish to your master. This Lesser Wish can cast any spell available of equivalent spell caster level. The Genie does not willingly grant the players wish. The Master must roll a Persuasion check against the Genie's Charisma Save. If the Genie succeeds he interprets the wish how he see's fit based on the master's wish. If the Master wins the check then the Genie must grant the wish to the best of his abilities.

If the master wishes for material items, the Genie can grant them equal to 10 * character level + 100 gp . The same ruling for obtaining these items applies as above and the master must make a persuasion check against the genie's charisma saving throw.

Freedom - The Genie can only be freed by casting the "Wish" spell, when he is adequate level to do so, if his Master wishes him free. 

Wish restrictions - Genies are adept at casting wishes, so therefore they do not suffer the same penalties as other races. They do have limiting factors however on their ability to utilize this spell:

  • A Genie can only grant a "Wish" once per week
  • A Genie is very reluctant to use a "Wish" spell and will only do so if he is convinced (Persuaded by his Master), he will do everything in his power to construe the message to his benefit.

Previous Versions

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