Sorcerer
Base Class: Sorcerer

The Genies are powerful, wish granting entities ruling entire elemental domains. Genies vary between different elements.

The Dao are Earth Genies. Associated with earth, sand, rock, metals and gems. 

The Djinn are Air Genies. They are masters of wind, air, clouds and weather.

The Efreeti are Genies of Fire. Dangerous rulers of fire, ash, soot, smoke and ember.

The Marid are Water Genies. The sea, ponds, rivers, waves and storms are what they are known for.

The Genie heritages are as varied as the genies themselves. These sorcerers are mostly (but not exclusivly) Genasi. Your Power over their supernatural magic allows you to tap into the strength of an Element aswell.

Genie Quirks

Being in some way related to the Genie is strange and you may present one or more of the following quirks. 

You barely wear the minimum requirement of clothes. You want to present yourself. You want to be free. Clothes are just another prison we call fashion. 

You are somewhat claustrophobic. You don't like being in small rooms and whenever you lose sight of the exit you freak out a little.

You like to have others work for you and every time someone offers to help you or accomplish a task for you, you immediatly give him all the work you currently have. It's not laziness, this is just how it works. 

You love to take bets and you bend the rules as much as you can to win. If the odds aren't in your favor, your drive to win certainly is.

You are reckless with your sorcerous powers, especially with the element benefitting from your genie side.

The air around you is always warmer(Efreet), wetter(Marid), more turbulent(Djinn) or drier(Dao). 

Genie Nature

At 1st level, you choose one type of Genie as your ancestor. The Effect activates immediatly. Alternativly if you want to surprise yourself you can roll wich Genie is your ancestor, using a d4 or you ask your DM to decide for one. 

Genie Nature

Genie

Effect

Dao

1 additional Hitpoint to the Hitpoint Maximum per Sorcerer level taken.

Djinn

Resistance to Thunder damage. You can cast slowfall without expanding a spellslot only targeting yourself. You are able to cast this equal times times to your CHA modifier.

Efreeti

Resistance to fire damage. Additional damage dealt equal to your charisma modifier.

Marid

Resistance to cold damage and gaining swimming speed equal to your walking speed. If you already have a swimming speed it increases by 10 feet.

You can speak, read, and write Primordial and your concentration time is doubled if you ever summon an Elemental of your Genie ancestors Elemental type. 

Dao

You gain an additional Hitpoint to your Hitpoint maximum each time you take an additional level of Sorcerer.

Djinn

Resistance to Thunder damage. You can cast slowfall without expanding a spellslot only targeting yourself. Able to cast chis equal times times to your CHA modifier. This recharges after a long rest.

Efreeti

You gain resistance to fire damage and you can cast spells that deal fire damage with a Damage equal to your CHA modifier.

Marid

Resistance to cold damage and gaining swimming speed equal to your walking speed. If you already have a swimming speed it increases by 10 feet.

Elemental Transportation

Starting at 6th level when you cast a Spell you can use a Bonus Action and use 1 Sorcerer-point to transform your lower body into a whirling mass of an element associated with your Genie ancestor. Sand or dirt for Daos, air for Djinns, smoke for Efreeti and foaming water for Marids. This grants you an additional 10 feet of movement and you ignore any kind of difficult terrain. You also have advantage against being grappled and freeing yourself from grappling. This effect lasts for a Minute and you can use it equal to your charisma modifier. All your expanded uses recharge after a long rest.

Genie Teleport

You can cast for 4 Sorcerer-points Planar Shift on you and an amount of up to 1 + your CHA Modifier number of people. Using this feature you can only plane shift to the elemental plane of your genie ancestor.

Alternativly you can spend 4 Sorcerer-points to cast Banishment on one creature. Using this feature you can only send a creature to the elemental plane of your genie ancestor.

Elemental form

Beginning at 18th level, you can for 6 Sorcerer-points you can turn into an elemental being related to your Genie ancestor for one minute. A mass of dust and rocks for the Dao, a storming cloud or whirlwind for the Djinnis, a mass of flames or cloud of blazing smoke for an Efreeti or a form of crashing waves and turbulent water for the Marids. You also gain a flying speed equal to your walking speed and whenever you end your turn in another creatures space they take damage equal to half your sorcerer level in d4. The damage is depending on your Genie ancestor. Bludgeoning for Dao, Thunder for Djinni, Fire for Efreeti and cold for Marids. The Damage counts as Magical. In this form you are Immune against the damage associated with your Genie ancestor and resistance against all other damage except Force and Necrotic. 

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