Base Class: Warlock
Your patron is a powerful genie from one of the elemental planes. They may be a greedy and malicious dao from the elemental plane of earth, a proud and sensuous djinni from the elemental plane of air, a haughty and cruel efreeti from the elemental plane of fire, or a rambling and egotistical marid from the elemental plane of water.
Expanded Spell List
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Genie Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Detect Magic |
| 2nd | Calm Emotions |
| 3rd | Elemental Weapon |
| 4th | Conjure Minor Elementals |
| 5th | Conjure Elemental |
Your spell list is expanded even further depending on what type of genie your patron is.
Note: If you have acces to Xanathar's Guide to Everything or The Elemental Evil Player's Companion, you may substitute the following spells.
| Original Spell | Optional Spell Substitution |
|---|---|
| Command | Earth Tremor |
| Protection From Poison | Earthbind |
| Melf's Acid Arrow | Snilloc's Snowball Storm |
| Freedom of Movement | Storm Sphere |
Dao
If your patron is a Dao, the following spells are added to the warlock spell list for you.
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Command* |
| 2nd | Protection From Poison* |
| 3rd | Meld Into Stone |
| 4th | Stone Shape |
| 5th | Wall of Stone |
Djinni
If your patron is a Djinni, the following spells are added to the warlock spell list for you.
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Thunderwave |
| 2nd | Gust Of Wind |
| 3rd | Wind Wall |
| 4th | Freedom Of Movement* |
| 5th | Creation |
Efreeti
If your patron is an Efreeti, the following spells are added to the warlock spell list for you.
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Burning Hands |
| 2nd | Flame Blade |
| 3rd | Fireball |
| 4th | Fire Shield |
| 5th | Flame Strike |
Marid
If your patron is a Marid, the following spells are added to the warlock spell list for you.
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Fog Cloud |
| 2nd | Melf's Acid Arrow* |
| 3rd | Water Walk |
| 4th | Control Water |
| 5th | Cone of Cold |
Bonus Cantrips
At 1st level, you learn an extra cantrip corresponding to your patron.
Dao
You learn the Resistance cantrip. Alternatively, if you have Xanathar's Guide to Everything or The Elemental Evil Player's Companion, you may choose to learn Mold Earth instead.
Djinni
You learn the Gust cantrip.
Efreeti
You learn the Fire Bolt cantrip.
Marid
You learn the Shape Water cantrip.
Primordial Speech
The elemental magic you command teaches you its language and dialect. Beginning at 1st level, you can speak, read, and write one dialect of the Primordial language, according to your patron. Other dialects of Primordial sound familiar to you, and if you hear them spoken or see them written, you can tell which dialect is being used. You cannot speak, read, or write them yourself, however.
Dao
You learn to speak, read, and write Terran.
Djinni
You learn to speak, read, and write Auran.
Efreeti
You learn to speak, read, and write Ignan.
Marid
You learn to speak, read, and write Aquan.
Elemental Combat
Starting at 6th level, you know how to utilize elemental magic to boost your performance in combat to either strengthen your blows or bolster your defenses. When you successfully make a melee or ranged attack with a weapon, you can add damage equal to your charisma modifier (minimum of 1) plus your proficiency. The damage type corresponds to your patron.
Alternatively, when an enemy makes an attack that would succeed against either you or an ally that you can see, you can use your reaction to add your charisma modifier to either you or your ally’s AC.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a short or long rest.
Dao
You can choose to add bludgeoning damage equal to your proficiency plus your charisma modifier to a successful melee or ranged attack made with a weapon.
Djinni
You can choose to add force damage equal to your proficiency plus your charisma modifier to a successful melee or ranged attack made with a weapon.
Efreeti
You can choose to add fire damage equal to your proficiency plus your charisma modifier to a successful melee or ranged attack made with a weapon.
Marid
You can choose to add bludgeoning damage equal to your proficiency plus your charisma modifier to a successful melee or ranged attack made with a weapon.
Elemental Servant
Starting at 10th level, you can spend one hour to summon an elemental whose type corresponds with your patron. The elemental gains a special bonus to its attack and damage rolls equal to your proficiency bonus.
The elemental remains in your service until it dies, or until the next dawn, at which point it returns to the elemental plane it is native to.
You can only use this feature to bind one elemental at a time. Once you bind an elemental with this feature, you can’t use the feature again until you finish a long rest.
Dao
You can summon an Earth Elemental
Djinni
You can summon an Air Elemental
Efreeti
You can summon a Fire Elemental
Marid
You can summon a Water Elemental
Elemental Form
Starting at 14 level, you can use your action to magically transform into an element according to your patron. While in this form, you have resistance to all damage and can freely travel through spaces occupied by the element you transform into. If you are passing through your chosen element, you are indistinguishable from that element and not detectable by non-magical means. Also, while travelling through your chosen element, your movement speed is doubled. If there is none of your respective element within 5 ft of you to move through, your movement speed is zero. Additionally, you cannot make ranged attacks or use spells in this form, unless the spell has a range of touch.
If something other than your chosen element occupies the same space as you while in this form, it takes damage equal to two times your proficiency bonus plus two times your charisma modifier (minimum of 1) at the beginning of its turn. If you leave this form while sharing the space with something other than your chosen element, you are moved to the nearest unoccupied space and take 1d6 force damage for every five feet you are moved.
Your elemental form lasts for one minute or until you choose to cancel it. Once you use this feature, you cannot use it again until completing a short or long rest.
Dao
You can transform into and pass freely through dirt or unworked stone.
Djinni
You can transform into and pass freely through the air.
Efreeti
You can transform into and pass freely through fire without taking damage.
Marid
You can transform into and pass freely through water without needing to breath.
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Posted Aug 22, 2019I really like this patron especially with the variations you built in. My one critique is the level 14 ability. The movement restriction of needing some of the particular element nearby seems a bit unfair. It makes a key class ability very situational. Also, is there a particular reason why you can't cast spells it make ranged attacks?