Base Class: Monk
You have traveled far and worked hard and by defeating a dungeon you have gained the powers of a djinn. He has agreed to lend you his powers. But it won't be so easy.
You are able to gain more help from certain Djinn's by completing dungeons or finding them at markets or stealing from other users. This will all be done at the DM's leisure. And when you come across a new djinn after gaining this first one you must persuade them into aiding you in battle. It can be attempted multiple times but the power can not be accessed unless the Djinn complies.
Djinn Equip
You are able to summon the powers of your djinn from any metal vessel. So it can be a ring, necklace, weapon, etc. By equipping your djinn, your attack roll bonus increases to +2 and you gain extra damage die. Also, your weapon now counts as a magical weapon. Starting at level 3, you can do this once at a maximum of 1 minute and takes a bonus action. It can be regained after a short rest. You receive another usage every level up, for a max of five.
Keep in mind, you can only summon the Djinn when the weapon is in your hand. It cannot be summoned if you are not holding it and the effects will end if you are disarmed or somehow lose contact with the vessel.
There are multiple Djinn you can choose from. But you can only. hold one in each vessel as well only one equip can be activated at a time. So in total you a +2 to attack, one extra die.
Amon - Fire Djinn
Barararg- Lightning Djinn
Focalor - Wind Djinn
Zepar- Sound Djinn
Valefor - Ice Djinn
Full Body Djinn Equip
At level 6 you have gained the ability to allow your djinn to do a full body takeover. Because of this The djinn Amon has granted you his ability over fire. Giving you resistance to fire. This will take bonus action to do. Doing so will allow you to regain any hp you lost and your abilities have been strengthened. Your speed becomes doubled. You lose all attack bonuses (so just straight proficiency) but if you hit the damage die is doubled. Meaning if you usually use 2 die you now use 4 di. (the doubled damage die counts for every melee attack, i.e. multi attacks)
You will gain 1 level of fatigue on activation and can be used again after a short rest.
With Each Djinn, comes a spell you are able to now cast. You are able to cast a spell once per long rest. You gain more usages at high levels. (2 uses at 9, 3 at 12, 4 at 15, and 5 uses at 18)
Amon - Gives the Fireball Spell
Barararq- Gives Call Lightning
Focalor - Gives Gust of wind
Zepar - Sleep (soothing Sounds)
Valefor - Ice Knife
Extreme Magic
Upon reaching level 11, you have learned how to use the Djinn Amon's powers fully. When in full body equip you are able to use a magic called extreme magic. This can only be used once and after using this your full body equip goes away and you gain 4 levels of fatigue. However you do gain access to a very powerful magic. The levels of fatigue will be decreased by one level up after this. So only 3 at level 11 and 2 at level 12.
Additonally, you no longer gain fatigue from using the full body equip.
Casting an extreme magic is used when casting the spell in a full body djinn equip except the die is increased. The damage die is increased to 20 die and the range is doubled.
Summon Djinn
At 17th level you are able to summon your djinn from its vessel to aid you in battle. It stats are those of a normal 5e Djinn.
Previous Versions
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5/22/2020 9:23:10 PM
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