Base Class: Warlock
The djinn is so old it has no name and can be referred to as the player wishes. Providing the player has completed a chaotic act (could roll against a set of discussed actions with the dm) they can change their cantrips to a different elemental alignment that they feel the situation calls for. First cantrip must be based on one of the six core elemental planes (fire,air,water,earth, void and radient) and the second from a border plane to that original plane. This can be done during a long rest as they communicate with their patron in their dreams, if a player has not completed a chaotic act in at least 3 long rests the djinn starts to withdraw it's power. Roll a d6 on a 1-2 the range of all ranged spells is reduced by 5 ft, 3-4 spell damage is reduced by 1d4, 5-6 all coat spells are cast at disadvantage.
Coalesce elemental energy
You channel the elemental chaos and imbue it with your will, once per long rest summoning a small sized elemental creature. This feat functions the same as the find familiar spell but can be cast as an action and requires no material components. The elemental can attack using the natural weapons of the form given to it doing 1d4 damage elemental damage. Once per summon you can withdraw the energy from the entity reducing its hit points by 1d4 to a minimum of 1 and add it to an attack.
The eyes of the djinn
Upon dropping to below 1/4 health or taking damage equal to or greater than half damage from a single attack as a reaction you summon a gate behind directly to your patrons domain who gazes upon your attacker. Roll a d6 to determine effect.
1. Caster level/2 d6 fire damage, half on a successful save in a 60ft cone originating from the caster. 2d6 burning damage on next turn for all creatures affected.
2. Caster level/2 d6 cold damage, half on a successful save. Creatures on a failed save are frozen and can't move on their next turn, saved throws are slowed.
3. Caster level/4 d6 bludgeoning damage, half on a successful save. All creatures in affected area are knocked back 10 ft and are prone on failed saves, successful saves movement speed is halved.
4. Caster level/2 d6 bludgeoning damage, half on successful save. Failed save creatures are encased in stone and must pass a strength check matching the casters spell save dc. Saved creatures are confused their next turn.
5. Caster level/2 d6 lightening damage half on successful save. Lightening hits all creatures in a line from origin and chains to any creature within melee range of a struck creature. Failed creatures are paralysed for 1 turn.
6. The vortex- Caster level/2 d6, assign one damage die to each type. The status of the highest assigned die is the effect that takes place for failed saves. The lowest assigned die effect hits the saved creatures.
Hurl through chaos
When you hit a creature with an attack you may use this feature to cast the creature into the swirling vortex at the heart of the elemental chaos. At the end of your next turn it returns to its previous space or the nearest unoccupied space. If the creature is not an elemental it takes 2D10 Cold damage, 2D10 Fire Damage, 2D10 Bludgeoning Damage (Earth), 2D10 Slashing Damage (Air) 1D10 Radiant Damage and 1D10 Necrotic Damage, applying all resistance and vulnerability effects.
If the creature has an elemental affinity, such as dragon breath types, the dm must roll a D20. On odds its connection to that element has been weakened during the assault and all attacks related to it are reduced by 1D6 plus half the characters level rounded down, evens the connection is boosted and its attacks are boosted by 1D6 plus half the characters level rounded up. On a 1 its connection is severed completely and can no longer use attacks related to that element and on a 20 its attack damage is doubled.
Pact Magic
Your form a bond with an otherworldly entity that grants your powers in return for your service. This allows you to channel elemental energy through your bond to the primordial djinn.
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