Homebrew Djinn Sky - Genie Species Details
Physical Qualities:
Djinn/Sky:
Proud, sensuous genies from the Elemental Plane of Air, the Jinn 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. Creatures of comfort and ease, Jinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Jinn are known for their sense of mischief and their favorable attitude toward mortals. Masters of air, the Djinn ride powerful whirlwinds that they create and direct on a whim. Creatures that stand against a Jinn are assaulted by wind, thunder, and lightning even as the Jinn spins away on that wind if outmatched in combat. When a Jinn flies or hovers, its lower body transforms into a column of swirling air and lightning. The Jinn 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, Jinn are the ones most amenable to servitude, though they never enjoy it. A mortal who desires the brief service of a Jinn 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 Jinn using magic. Long-term service displeases a Jinn, and imprisonment is inexcusable. Jinn 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 Jinn trusted, is a vile deed that only deadly vengeance can amend. Jinn 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 as well, 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.
Djinn/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
Djinn Sky - Genie Traits
A Genie has many exclusive magical traitsElemental 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 don't..
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 a warm breeze (Djinn).
Ability Score Increase
+1 to Dexterity or Strength
Age, Alignment, Size and Speed...Oh my!
Age
Genies live to be up to about 3000 years old
Alignment
Your alignment is greatly influenced according to your elemental manifestation.
Djinn- Chaotic Good
Size
Medium
Speed
Your base walking speed is 40 feet.
Djinn/ 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.
Wishes Really Do Come True....
A Genie can only grant a "Wish" once a day.
A Genie is very reluctant to use Wish magic and will only do so if the Genie is convinced (Persuaded by its Master), The Genie will do everything in its power to construe the message to its benefit.
Once a day you are required to grant 1 Lesser wish to whoever masters your vessel (takes possession of the vessel in their hand). This Lesser Wish can cast many things with some restrictions. 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 it will interpret the wish how it 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 its 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.
Once per day you can make a wish using simple terms - cannot be a wish that uses more than 7 words... cannot wish for more wishes, cannot wish to bring back the dead or to kill someone, and cannot wish for love. Speak loud, clear and slow.
I Wish For ......
Ability Score
+2 Charisma ability score
Speed
Walking speed 40ft
Genie Vessel
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 as well, 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.
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