Base Class: Sorcerer
As one who comes from the blood of an Elemental Genie such as a Dao, Marid, Efreeti, or Djinni, you can command the elements associated with the race of genie you descend. Your fires will burn brighter if descended from an Efreeti, the winds will blow stronger if descended from a Djinni.
As you gain levels and grow more in line with the ancestor that gave you your powers, eventually you will be able to take the form of the genie, gaining the powers of the Nobility of that particular race of genies.
Blood of the Elements
If you are interacting with a genie that is of the same type as your bloodline, you can double your proficiency bonus when making charisma checks against said genie.
in addition depending on your heritage you gain an ability based on what lineage you choose.
Efreeti: Resistance to Fire Damage
Dao: You May spend a bonus action and gain plus one to ac until the beginning of your next turn a number of times equal to your charisma modifier (minimum of one) by pullin nearby rocks and debris onto your form
Djinn: If you take the attack action or cast a touch spell on a target you may summon wind around you as a bonus action to grant yourself an additional 10 feet of flying movement that does not invoke attacks of opportunity.
Marid: You May breathe under water and your swim speed is equal to your walking speed.
Elemental Affinity
When you reach 6th level, you gain another bloodline feature.
You May spend two sorcery points and invoke your bloodline to enhance your spells or create an effect.
Efreeti: Ignore fire damage resistance
Dao: Your spell will also stun if the target makes a CON save equal to your spell DC
Marid: A target must make a save equal to your spell save DC or is surrounded in an orb of water that is 10ft in diameter. They are suspended and must swim to leave the area.
Djinni: You may cast fly once every short rest.
You also gain advantage on saving throws on spells associated with the element associated with your ancestor. Even if the spell’s damage results in piercing, bludgeoning, or slashing damage as its main damage type.
Elemental Imprisonment
At 14th level you gain the knowledge of how to contain the power of the elements.
You are granted visions once you reach this level that grants you the knowledge to create an extra dimensional prison contained within a lamp, bottle, or small vessel of your choice. (Creative sorcerers May use a gravy boat.)
This prison can be used to contain any creature, but is specifically made for capturing the elementals who directly oppose your Genie ancestor.
The creature must make a saving throw against your spell save DC. On a successful save, you cannot attempt to use it against the same creature for 24 hours. On a failed save they are contained for 24 hours. After 24 hours they make another save. If they fail again they are contained for 6 more days. On. A successful save they are freed. After the 6 days are up, they may attempt another saving throw with advantage. On a failed save they are imprisoned until released by the user upon completion of a task. (The task’s importance and limits are determined by your DM). In a successful save, they are released.
if the creature is an elemental that runs in direct opposition of your chosen ancestor’s associated element, the elemental has disadvantage in the first saving throw they must make.
Efreeti ancestry grants disadvantage to water elementals. Marid ancestry grants disadvantage to fire elementals. Dao ancestry grants disadvantage to air elementals, and Djinni ancestry grants disadvantage to earth elementals.
You may only have one creature imprisoned at a time.
Elemental Nobility
When you reach 18th level you gain the ability to change your appearance to that of a member of the nobility of your chosen ancestry. You also gain the ability to cast the Wish spell. This change in appearance lasts ten minutes or until the wish spell is expended.
When you are in this form your retain your Charisma, Intelligence, and Wisdom scores, but your scores for Strength, Constitution, and Dexterity become that as described by the Monster Manual for the Efreeti, Dao, Marid, or Djinni, depending on which ancestry you choose.
You also gain the resistances as described in the Monster Manual, and your hit points are effectively doubled. You also gain the “At Will” spells as described by the Monster Manual for your chosen Genie Ancestry.
You do not suffer the ill effects of casting the Wish spell as described by the Player’s Handbook, even if you are not in your Genie form and the spell is part of your normal repertoire.
You cannot use this feature again until you complete a long rest. Additionally the Wish feature does not return until you roll a 5 or 6 on a D6. If you have completed a fourth long rest and your Have not rolled either number, the Wish Feature is automatically restored.
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