Homebrew Bound Djinn Species Details
Bound Djinn are rare elemental spirits who once roamed the world freely—beings of wind, flame, or smoke, their voices echoing in the stories of travelers and the hush of the desert night. It is said they shared secrets of fate with those they favored. Some were bound out of fear, others to be possessed, and still others by the cruel illusion of love. The reason does not matter—only that they are no longer free.
Now sealed in humanoid form, a Bound Djinn must obey the mortal who touches their Vessel. Some retain their grace and elemental essence, while others grow bitter in their restraint. Obedience is not the same as willingness, and in rare moments, even a Bound Djinn may defy their shackles—for a price.
Bound Djinn Traits
Bound Djinn possess fragments of elemental magic and ancient memory. Though shackled to a vessel, they can perform minor miracles, shape simple objects, and protect their secrets with unseen seals. Their true strength lies not in defiance, but in what remains of their grace, and the rare moment they are allowed to grant a final, world-altering wish.Elemental Legacy
Your origin as a Djinn marks you as an elemental creature. You count as an Elemental for the purposes of spells and abilities that affect Elementals. You may gain resistance or vulnerability to effects that interact with elemental origin (at DM’s discretion). While your form appears mortal, your soul remains tied to a plane of elemental power.
Ability Score Increase.
When determining your character’s ability scores, you can increase one score by 2 and another by 1, or three different scores by 1. You can’t increase an ability score above 20 using this feature.
Mortal Shell
Though once an elemental spirit, your current form is composed of mortal flesh—fragile, but functional.
You require food, water, air, and rest like any humanoid. You can be poisoned, exhausted, or rendered unconscious. You experience pain, fear, and fatigue, and can be killed through physical or magical means. However, your soul remains tethered to your Vessel.
If your body is destroyed, your soul retreats into the Vessel. You cannot take actions or speak, but you remain aware of your surroundings. A creature holding your Vessel can restore you using magic that returns a soul to life (such as resurrection, true resurrection, or wish). If the Vessel is destroyed, your soul is lost forever.
The Vessel
Your Vessel is a physical object forged from your own elemental essence. It may take many forms, such as a piece of ornamental jewelry, an oil lamp, a sealed urn, or even a simple stone. The Vessel is virtually indestructible and always returns to you or your master’s possession if lost. The Vessel may only be reclaimed if willingly offered, or if the one holding it dies. When a mortal touches it, you are compelled to offer it, and once held, they gain command over your form. While holding the Vessel, they cannot control your thoughts—but they can direct your actions with verbal commands, which you cannot refuse.
The Vessel cannot be destroyed by Conventional means, but it is susceptible to powerful reality warping magic and spells.
Bound Obedience
You are magically linked to an object—a Vessel—that compels obedience. You cannot directly disobey verbal commands given by a creature currently holding your Vessell.
This trait is narrative in nature and intended to reflect the Djinn’s binding rather than act as a domination mechanic.
Small Wishes, Tiny Miracles
You may cast Prestidigitation as a cantrip. Charisma is your spellcasting ability for it.
At 3rd level, you can seal a mundane object, such as a door or container. As an action, choose a target within 30 feet. That object becomes magically sealed until the start of your next long rest. Only creatures you name at the time of sealing can open it normally; all others must succeed on a Strength check (DC = 8 + your Charisma modifier + your proficiency bonus) to force it open.
At 5th level, once per long rest, you may shape raw materials (such as sand, wood, or cloth) into a nonmagical object no larger than 3 feet in any dimension. The object cannot contain moving parts, intricate mechanisms, or magic, and lasts until broken, dismissed, or you use this feature again.
These effects reflect the quiet remnants of your power—echoes of the wonders you once created.
Be Careful what you wish for
You cannot disobey direct verbal commands or small wishes issued by a creature currently holding your Vessel.
You may, however, interpret commands and wishes within reasonable boundaries unless the command is precise, absolute, or magically enforced.
If a command would compel you to cause harm to yourself, someone you care for, or violate your core principles, you may attempt a Charisma, Wisdom, or Constitution saving throw (your choice, chosen when you gain this feat) against a DC of 15. On a success, you resist for 1 minute, though you may not act in direct opposition to the command.
“Bring me her head” may mean “defeat her,” “remove a statue’s head,” or acquire a “painted portrait”—unless the command is exact, the Djinn may choose the outcome.
Ultimate Wish
Once per campaign, and once you reach level 15, when you are reduced to 0 HP or willingly sacrifice your essence (take 3 levels of exhaustion), you can cast any 8th-level or lower spell as if using a 9th-level slot, without material components. The spell must be beneficial to someone other than yourself.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/17/2025 3:08:37 PM
|
14
|
1
|
1.0
|
Coming Soon
|
|
|
5/17/2025 3:57:58 PM
|
23
|
1
|
--
|
Coming Soon
|
Comments