Warlock
Base Class: Warlock

Emerging out of a fusion between a mortal soul and pure elemental energy, genies are creatures of legend and wonder. The most powerful among them are the noble genies, rivaled in their power only by gods, and unrivaled in their arrogance and decadence. 

You have made a pact with one such entity, a dao, djinni, efreeti, or marid. Perhaps you were one of their former slaves turned agent of their will, or your pact is a result of a genie wish gone awry. A noble genie often employs the service of warlocks to expand their influence beyond their domain on one of the elemental planes, to attain what even their reality- bending powers fail to achieve.

Expanded Spell List

The Noble 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.

The Noble Genie Expended Spell List
Spell Level Spells

1st

detect evil and good, Identify

2nd

enlarge/reduce, locate object

3rd

create food and water, lightning bolt

4th

wall of fire, watery sphere

5th

creation, wall of stone

Pact Boon: Pact of the Lamp

At 3rd level, a warlock beholden to the Noble Genie can select this option instead of one of the warlock's existing Pact Boon options.
The Noble Genie grants you a magical Genie Lamp, an ornate oil lamp decorated with nine gems from its lavish palace. While unattended, the lamp has AC of 10 and 10 hit
points. While you are holding the lamp, you can use your action to teleport yourself to an extradimensional space
located inside the lamp. The space is the size of a 10-foot- radius, 20-foot-high cylinder, and it is furnished and decorated as you choose.
Any creature inside the extradimensional space perceives sound as though it occupied the space of the Genie Lamp, in addition to its normal senses.
While you are holding the Genie Lamp or you are inside its extradimensional space, you can use an action to expel any creature inside the space to the nearest unoccupied space
outside the lamp. All creatures and objects inside the space are also expelled to the nearest unoccupied space outside the lamp if the lamp is destroyed. Furnishings and other objects
created by this feature dissipate into smoke if removed from the lamp. If you lose your Genie Lamp, you can perform a 1-hour ceremony to receive a replacement from your patron. The
ceremony can be performed during a short or long rest, and it destroys the previous lamp. The lamp disintegrates into a trace of elemental energy akin to your patron when you die.

Elemental Ascent

Starting at 6th level, you can use a bonus action to transform your lower body into a whirling cloud of elemental energy. You gain a flying speed equal to your walking speed until the end
of your next turn. During this time, you also gain a benefit associated with the genie type you chose with your Primordial Essence feature.
Once you use this feature, you can't use it again until you finish a short or long rest.

Dao. Your lower body becomes a column of swirling sand. You gain resistance to bludgeoning, piercing, and slashing damage.

Djinni. Your lower body becomes a column of rushing air. Your flying speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks.

Efreeti. Your lower body becomes a column of smoke and embers. Each creature that starts its turn within 10 feet of you or enters the same area for the first time on a turn takes fire
damage equal to 2 + half your warlock level.

Marid. Your lower body becomes a column of foamy water. You gain a swimming speed equal to your walking speed and you can move through the spaces of other creatures. Once on
each of your turns, you can knock a Large or smaller creature prone when you move through its space.

Eternal Ascent

Starting at 10th level, you regain the use of your Elemental Ascent feature whenever you cast one of your Primordial Essence spells using a warlock spell slot.

Wishful Debt

At 14th level, your patron allows you to call in favors from other genies indebted to it. As an action, you can summon a Dao, Djinni, Efreeti, or Marid (DM's choice), which appears
in an unoccupied space you can see within 30 feet of you.

The genie is indifferent towards you and your companions. Roll initiative for the genie, which has its own turns. You can use an action to request a course of activity from the genie. On
its next turn, the genie will attempt follow the request in the most literal terms possible. If you don’t issue any requests to the genie, it defends itself from hostile creatures but
otherwise takes no actions. You can issue up to three requests from the genie this way.

The genie disappears after 10 minutes, when it drops to 0 hit points, when you dismiss it as a bonus action, or after it has attempted to follow your third request. Once you use this feature, you can't use it again until you finish a long rest.

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