Base Class: Sorcerer
The power coursing through you is a gift given to you by geniekind, the masters of the Elemental Planes. The Genieblooded Sorcerer appears mostly in the Great Caliphate of Zakhara, a vast empire south and east of Faerun, where they are called sha'ir, or sha'ira. You are one of their number, one of the few brave enough to step toe-to-toe with the princes of the Elemental Planes.
Planar Connection
At 1st level, you choose one of the Elemental Planes: Fire, Water, Earth or Air. The choice you make is used by features you gain later.
You can speak, read and write Primordial.
Choose one of the following skills: Deception, Intimidate or Persuasion. You double your proficiency to checks of this skill when dealing with denizens of your planar connection.
Elemental Familiar
Adds find familiar as a known spell.
Familiar takes any form allowed by the spell and is now Elemental type. The familiar gains the feature “Fetch Spell”.
- Fetch Spell: Your familiar can tap into the power of the Elemental Planes to retrieve spells from the Wizard spell list. At the end of a long rest, The Sorcerer chooses 3 spells from the Wizard spell list of a level they can cast. These spells are now carried by the Familiar. The Familiar can never carry spells that are over 5th level. As an action the Familiar can fetch one of its carried spells. The Sorcerer learns it as a Sorcerer spell and can cast it until the next short or long rest.
Elemental Protection
Starting at 6th level, your connection to the Elemental Planes grants you protection from an element. Depending on your planar connection, you gain resistance to acid (Earth), cold (Water), fire (Fire), or lightning damage (Air).
By spending 1 Sorcery Point you are able to share your Elemental Protection. Choose a creature, it now has resistance to the same element you do for the next hour. Once you use this feature you can't use it again until you finish a long rest.
Elemental Prison
Starting at 14th level your planar connection becomes strong enough for you to bind creatures in Elemental energies. By spending X Sorcery Points you can choose a target you can see within 60 feet. The target must succeed on a Charisma save or be paralyzed for X number of rounds.
Creatures standing within 5 feet of the target must make a Dexterity saving throw or suffer 2d6 elemental damage based on your planar connection. At the end of each of the target's turns, it can make another Charisma saving throw. On a success, the feature and all its effects end. Once you use this feature you can't use it again until you finish a long rest.
Call Genie
Starting at 18th level your status and power among the genie courts is such that you may summon a genie from its plane to your location for 1 hour. Choose between a Dao (p. 143:MM), a Djinn (p. MM), an Efreet (p. MM) or a Marid (p. 146:MM). The genie appears within 20 feet of you. It disappears when it drops to 0 Hit Points, when the feature's Duration is up or you order it back to the planes.
The genie is friendly to you and your companions for the Duration. Roll Initiative for the genie, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the genie, it defends itself from Hostile creatures but otherwise takes no Actions. Once you use this feature you can't use it again until you finish a long rest. If a genie you have called with this feature is reduced to 0 hit points and dies during the Duration, the next time you summon a genie of that type you must bargain for its help. If the negotiations fail, the genie chooses to either return to its Plane of origin, attack you and your companions or help as normal.
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