Genie Origin (5e Subclass)
Genie Origin[edit]
Sorcerer Subclass
Long ago a kind hearted youth set free a Genie. Though they could have wished anything, they chose to release the noble Genie from their bonds and give them freedom. Once out in the world, the Genie made a life for themselves amongst mortals, giving up their own immortality. Generations later, the hybrid offspring manifested special powers in the likeness of their ancestor.
An acclaimed treasure hunter finally found the capstone of their career. Deep in a cave, filled with fantastic treasures, sat a lamp, which housed a powerful Genie. The treasure hunter used their first two wishes for what most would: wealth and power. But, they became greedy. Realizing someone else could find the lamp after it disappeared and use the their wishes to take away what the hunter had, they used their final wish on themselves. They commanded the Genie to grant them powers similar to that of the spirit's. From then on, the hunter's descendants had great magical powers.
Whatever the circumstances, Genie Sorcerers wield a power unlike any other. At their strongest, they can shape the cosmos on a whim. Also, given the dilution of the original power of the Genie that sparked their family's abilities, these Sorcerers can change their attunement between the elements that Genie's are known for.
- Genie Attunement
Starting at 1st level, whenever you finish a long rest, you can choose what Genie type you are attuned to: Dao, Djinni, Efreeti, or Marid. While in the chosen phase, you can cast one 1st-level spell of the associated type in the Genie Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
In addition, you have resistance to a certain type of damage depending on your Genie Attunement:
- Dao. Poison
- Djinni. Thunder
- Efreeti. Fire
- Marid. Cold
- Genie Spells
You learn additional spells when you reach certain levels in this class, as shown on the Genie Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You only learn the general Genie spells and the ones that correspond with your Genie Attunement.
Sorcerer Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
---|---|
1st | Absorb Elements | Earth Tremor | Feather Fall | Burning Hands | Fog Cloud |
3rd | Fortune's Favor | Earth Bind | Shatter | Heat Metal | Misty Step |
5th | Blink | Erupting Earth | Gaseous Form | Fireball | Tidal Wave |
7th | Summon Elemental | Stoneskin | Greater Invisibility | Fire Shield | Water Sphere |
9th | Creation | Wall of Stone | Control Wind | Flame Strike | Cone of Cold |
17th | Wish |
- Primordial Boons
Starting at 6th level, your body merges with the energy associated with ancient Genies. You gain the following additional benefits based on your Genie Attunement:
- Dao. You have tremorsense out to 10ft.
- Djinni. Your speed increases by 5ft and you add 10ft to your long jump distance and 3ft to your high jump distance.
- Efreeti. Whenever a creature touches you or hits you with a melee attack, you can deal fire damage equal to your proficiency bonus.
- Marid. You gain a swimming speed equal to your walking speed and can breathe underwater.
You can spend 1 Sorcery Point as a bonus action to change your current Genie Attunement to another.
- All-Powerful Genie
Starting at 14th level, you unleash the primordial power of the Genies. As a bonus action, you can become attuned to all four Genie types for 1 minute. During this time, you gain each type's damage resistance, expanded spells, and have a fly speed equal to your walking speed.
You can only assume this form once per long rest, unless you spend 5 Sorcery Points to do so again.
- As You Wish
At 18th level, you can grant your own wish to help those around you. As an action, you can choose a number of creatures within 30ft (including yourself), equal to your Charisma modifier and grant a boon based on their class (using the class they have the most levels in if they are multiclassed):
- Artificer. Regain all expended 1st level Artificer spell slots and uses of Flash of Genius.
- Barbarian. Gain Temporary Hit Points equal to their Barbarian level, regain all uses of Rage, and the DC of Relentless Rage resets to 10.
- Bard. Regain all expended 1st and 2nd level Bard spell slots and uses Bardic Inspiration.
- Blood Hunter. Regain all uses of Blood Maledict and Brand of Castigation.
- Cleric. Regain all uses of Channel Divinity and Divine Intervention.
- Druid. Regain all expended 1st and 2nd level Druid spell slots, and uses of Wild Shape.
- Fighter. Regain all uses of Second Wind, Action Surge, and Indomitable.
- Monk. Gain Temporary Hit Points equal to their Monk level, regain all expended Ki Points, and gain additional Temporary Ki Points equal to their Wisdom modifier.
- Paladin. Regain all uses of Channel Divinity and Lay on Hands health pool.
- Ranger. Regain all uses of Favored Foe and Nature's Veil.
- Rogue. Gain Temporary Hit Points equal to their Rogue level, and the next time the target hits with a weapon is treated as a critical hit.
- Sorcerer. Regain all expended 1st and 2nd level Sorcerer spell slots and Sorcery Points.
- Warlock. Regain all expended Warlock spell slots and uses of Eldritch Invocations.
- Wizard. Regain all expended 1st, 2nd, and 3rd level Wizard spell slots.
You can use this feature once per long rest.
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