Base Class: Sorcerer
Elemental Dynasty
Starting at 1st level, you can choose one type of genie as
your ancestor, gaining one of the following traits:
Djinn Serenity. Your ancestor was an honorable djinn.
Instead of falling, you can use choose instead to stand
hovering atop a pocket of air. You can walk atop this
pocket of air, venturing up to 20 feet without a firm surface
beneath your feet, but you can't gain altitude by walking on
this air. You can only stand hovering on this pocket of air
for 1 minute, which need not be all at once. You regain all
hovering duration when you finish a long rest.
Efreet Fury. Your ancestor was a cruel efreet. You can
use your action to magically ignite a flammable nonmagical
object with the touch of your hand or create a flame in your
open hand. The flame sheds bright light in a 10-foot radius
and dim light for an additional 10 feet. You can extinguish
any nonmagical flame that you can see within 60 feet
which can fit within a 10-foot cube.
Dao Determination. Your ancestor was a greedy dao.
You have advantage on Strength and Dexterity saving
throws you make against effects that would push you
against your will or knock you prone.
Marid Nobility. Your ancestor was a proud marid. You
gain the ability to breathe underwater, and you have a swim
speed equal to your walking speed.
Genie's Heel
By 1st level, though your genie ancestors floated above the
ground, you can still glide through the air as if you were a
fraction of your weight. You fall at half the normal rate and
take half damage from falling.
Lesser Wish
Starting at 6th level, you can conjure magic similar to a
wish. You can expend a spell slot of 3rd level or lower and
a number of sorcery points equal to that slot's level in order
to duplicate the effects of another spell on the sorcerer list.
This spell must be of the same level of the spell slot you
expended and can't have metamagic applied to it. You must
provide spell components for this spell as normal, but it
need not be a spell that you know. Once you use this
ability, you can't use it again until you finish a short or long
rest.
Arcane Nobility
Beginning at 14th level, you can bring your elemental
ancestry to bear as pure, unbridled arcana. Your maximum
number of sorcery points is increased by your Charisma
modifier.
Wishmaster
Starting at 18th level, your elemental ancestry grants
you the ability to cast wish without hindrance.
You learn the wish spell, if you don't already know
it. This spell doesn't count against the total number
of sorcerer spells that you know.
When you cast the wish spell to
produce any effect other than
duplicating another spell, the stress
of casting the spell doesn't
weaken you. You don't take
necrotic damage and your
Strength is not reduced.
Lastly, there is a
only a 1% chance
(instead of a 33%
chance) that you will be
rendered unable to cast
the spell again.
Elemental Dynasty
Starting at 1st level, you can choose one type of genie as
your ancestor, gaining one of the following traits:
Djinn Serenity. Your ancestor was an honorable djinn.
Instead of falling, you can use choose instead to stand
hovering atop a pocket of air. You can walk atop this
pocket of air, venturing up to 20 feet without a firm surface
beneath your feet, but you can't gain altitude by walking on
this air. You can only stand hovering on this pocket of air
for 1 minute, which need not be all at once. You regain all
hovering duration when you finish a long rest.
Efreet Fury. Your ancestor was a cruel efreet. You can
use your action to magically ignite a flammable nonmagical
object with the touch of your hand or create a flame in your
open hand. The flame sheds bright light in a 10-foot radius
and dim light for an additional 10 feet. You can extinguish
any nonmagical flame that you can see within 60 feet
which can fit within a 10-foot cube.
Dao Determination. Your ancestor was a greedy dao.
You have advantage on Strength and Dexterity saving
throws you make against effects that would push you
against your will or knock you prone.
Marid Nobility. Your ancestor was a proud marid. You
gain the ability to breathe underwater, and you have a swim
speed equal to your walking speed.
Dao Determination
Your ancestor was a greedy dao. You have advantage on Strength and Dexterity saving throws you make against effects that would push you against your will or knock you prone.
Djinn Serenity.
Your ancestor was an honorable djinn. Instead of falling, you can use choose instead to stand hovering atop a pocket of air. You can walk atop this pocket of air, venturing up to 20 feet without a firm surface beneath your feet, but you can't gain altitude by walking on this air. You can only stand hovering on this pocket of air for 1 minute, which need not be all at once. You regain all hovering duration when you finish a long rest.
Efreet Fury
Your ancestor was a cruel efreet. You can use your action to magically ignite a flammable non-magical object with the touch of your hand or create a flame in your open hand. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish any non-magical flame that you can see within 60 feet which can fit within a 10-foot cube.
Marid Nobility
Your ancestor was a proud marid. You gain the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Genie's Heel
By 1st level, though your genie ancestors floated above the ground, you can still glide through the air as if you were a fraction of your weight. You fall at half the normal rate and take half damage from falling.
Lesser Wish
Starting at 6th level, you can conjure magic similar to a wish. You can expend a spell slot of 3rd level or lower and a number of sorcery points equal to that slot's level in order to duplicate the effects of another spell on the sorcerer list. This spell must be of the same level of the spell slot you expended and can't have metamagic applied to it. You must provide spell components for this spell as normal, but it need not be a spell that you know. Once you use this ability, you can't use it again until you finish a short or long rest.
Arcane Nobility
Beginning at 14th level, you can bring your elemental ancestry to bear as pure, unbridled arcana. Your maximum number of sorcery points is increased by your Charisma modifier.
Wishmaster
Starting at 18th level, your elemental ancestry grants you the ability to cast wish without hindrance. You learn the wish spell, if you don't already know it. This spell doesn't count against the total number of sorcerer spells that you know. When you cast the wish spell to produce any effect other than duplicating another spell, the stress of casting the spell doesn't weaken you. You don't take necrotic damage and your Strength is not reduced. Lastly, there is a only a 1% chance (instead of a 33% chance) that you will be rendered unable to cast the spell again.
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