Sorcerer
Base Class: Sorcerer
Your soul is that of a noble genie, a creature  whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings.

Perhaps in your lineage a genie wish went wrong, or a wandering ancestor found themselves in one of the Elemental Planes for too long.

Noble Genie Heritage

At 1st level, you choose one type of genie as your ancestor. The genie heritage selected is used by several features you gain later in this class.

Genie Heritage:

  • Dao (Earth)
  • Djinni (Air)
  • Efreeti (Fire)
  • Marid (Water)

You can speak, read and write Primordial. Additionally your heritage aids you finding elemental portals. You gain advantage on Intelligence (Arcana) checks made to find and identify portals to elemental planes. You also gain the detect evil and good spell. It is a Sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Minor Wish

Beginning at 1st level, you can call forth a small wish to aid you.

As a bonus action, you can choose any Sorcerer spell from a level that you can cast.
For the next minute, this spell is available for you to cast. Once you have used it, the spell fades from your memory, and is no longer available to you.

Once you use this feature, you can't use it again until you finish a long rest.

Elemental Affinity

  • Dao (Earth): Poison
  • Djinni (Air): Lightning
  • Efreeti (Fire): Fire
  • Marid (Water): Cold

Starting at 6th level, when you cast a spell that deals damage of the type associated with your Noble Genie Heritage, you can add your Charisma modifier to one damage roll of that spell.
At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Genie Form

At 14th level, you can turn into your elemental form using a bonus action.
The form lasts until you're incapacitated, you die, or you dismiss it as a bonus action.

  • Dao (Earth): You can move across difficult earth or rocky terrain without expending extra movement, and you have resistance to non-magical bludgeoning, piercing and slashing damage. In addition, you can cast stone shape once per long rest, without expending a spell slot.
  • Djinni (Air): You gain a flying speed equal to walking speed. In addition, you can cast gaseous form on yourself once per long rest, without expending a spell slot.
  • Efreeti (Fire): You have resistance to fire damage and you gain advantage on saving throws against magical effects. In addition, you can cast wall of fire once per long rest, without expending a spell slot.
  • Marid (Water): You gain a swimming speed equal to your walking speed, and can breath air and water. In addition, you can cast control water once per long rest, without expending a spell slot.

Gen Vizier

At 18th level, you can call forth viziers from the elemtal planes.
You can spend 5 sorcery points as an action to cast conjure elemental at 5th level.
The appearing elementals are from your chosen Noble Genie Heritage type, and the spell does not require concentration or material components.

Once you use this feature, you can't use it again until you finish a long rest.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes