Homebrew Efreeti Species Details

Efreeti are often viewed as tricksters and powerful casters, using their wits to best heroes and their spells to cause havoc. The Efreeti have few settlements, save the Brass City or the various outposts in the Fire Plane where they will often be in the service of powerful Efreeti, Djinn, Genies, or the Grand Sultan. Efreeti are humanoid, but formed of the eternal flames of their home. Those who meet Efreeti may treat them with mistrust if they are familiar with them, but many unwary wanderer has fallen prey to their fiendish deals. They are formed from the elemental flames of their home realm and are effectively immortal, though not invulnerable.

 

 

Efreeti Traits

Efreeti are native to the Fire Plane, though they are known to travel between Planes.

Charm person

Once per long rest, you may call upon your Djinn heritage to cast the charm person spell. Charisma is your spellcasting ability for this trait.


 

Immortal Heritage

Your Charisma score increases by 2. Your Constitution or Dexterity scores increase by 1, and you have proficiency in one of the following skills: Survival, Deception, Nature, Perception, Insight.

Laboured Flight

You have magical flight, in the form of a column of flame. You can use to fly up to 1.5x your walking speed. You are not entirely proficient with your flight, however, and you tire easily. You may end up to 3 turns in flight, at which point you will fall to the ground (taking whatever damage is appropriate given the height of the fall) and be knocked prone. Your DM is also at discretion to describe some condition (such as a particular spell effect, amount of damage taken while flying, or other circumstance) that may lower your flight speed or cause you to fall while flying; you may also work with them to establish a point where you gain full mastery over your flight, if you wish.

Dark Vision

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 can't discern colour in darkness, only shades of red and orange.

Silver Tongue

You have proficiency with the Persuasion skill.

 

Trickster's meddling

You know the first-level spell disguise self and you cast it as you would a cantrip, though casting it requires the added material components of a hand mirror and either a pad of foundation, a tube of lipstick, or a pencil of eyeliner. Note that you are not simply applying makeup; rather, the makeup acts as a catalyst or raw material that the magic of the spell acts on. You are also still able to change your appearance in any of the ways mentioned in the description of minor illusion; the makeup is not a restriction of your physical changes. If you are in possession of a component pouch, you may presume that you have these materials on hand for as long as you have the pouch.

When channelling disguise self in this way, you have advantage on one deception, intimidation, or persuasion roll of your choice. You may only use this advantage once per casting, regardless of how many relevant checks you must make during the duration of the spell. 

 

Ancestral Awakening

You forge a a deeper link with your Efreeti nature and a better understanding of your surroundings. You gain proficiency with longswords, rapiers, whips, and shortswords. You also gain resistance to fire damage.

 

Languages

Common, Ignan, and your choice of Abyssal or Infernal.

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