Jinn Bearer (5e Subclass)

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Jinn Bearer Conclave[edit]

Ranger Subclass

No rangers share a closer relationship with elementals than Jinn Bearers. Their affinity is so great that each ranger of this conclave is accompanied by four different Jinn, or elemental spirits. The jinn and their bearers form a symbiotic relationship, each doing its best to protect the other's well-being and domain. This often results in jinn bearers acting as mediators between the primal and civilized worlds.

Jinn are the weakest and most rudimentary forms of elementals. Much like celestial, fey, and fiend spirits, jinn lack a form of their own until given shape by another creature or through magic. These spirits come in four varieties, each representing a base element: air, earth, fire, or water. They are seldom seen, but congregate either in the their respective elemental planes, or in one of the material planes in environments matching their nature. When jinn do show themselves, they often take the form of diminutive ghostly beasts in colors reflecting their element.

Restriction: Ability to speak Primordial.

Jinn Bearers gain their special abilities from the jinn that choose to accompany them. Rangers unable to understand and speak Primordial are of no interest to these spirits, and are never chosen as their partners.

Jinn Bearer Magic[edit]

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Jinn Bearer Spells table. If the spell isn't normally on the Ranger spell list, it nevertheless counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Jinn Bearer Spells
Ranger Level Spell
3rd Earth Tremor
5th Gust of Wind
9th Sleet Storm
13th Wall of Fire
17th Conjure Elemental

Jinn Friends[edit]

Starting 3rd level when you choose this conclave, you become bonded to your first elemental spirit. Choose one of the following elemental natures for this jinn: air, earth, fire, or water. While this choice cannot be changed later, you gain an additional jinn belonging to one of the remaining elements of your choice when you reach 7th, 11th, and 15th level in this class. Your bonded jinn are always with you, and you can speak with them as you would any other intelligent creature, although they possess no special knowledge. Through their aid, you are granted the following abilities to assist you in your adventures:

Elemental Infusion. You learn to draw on the energy of your jinn to augment your attacks. As a bonus action, you can charge one weapon you are wielding with elemental energies. Choose a damage type from the Infusion column of the Spirit's Power table that corresponds to the element of a jinn you have bonded. The first time on each your turns that you hit a creature with an attack using that weapon, that creature takes an additional 1d6 damage of that type. Note that when utilizing an Earth Jinn, the bludgeoning damage is considered nonmagical, unless the weapon's own damage is magical.

This benefit ends when the weapon leave your hands. If you throw the weapon as part of an attack, the effect ends immediately after it hits or misses its target. It also ends if you use a bonus action to charge a different weapon, or if you lose consciousness.

Spirit's Power
Element Infusion Favor
Air Lightning Gust
Earth Bludgeoning* Mold Earth
Fire Fire Control Flames
Water Cold Shape Water

Spirits' Favors. Your kinship with jinn allows you to occasionally gain their assistance in its most raw form. As an action, you may activate a cantrip, listed in the Favor column of the Spirit's Power table, as if it were a Ranger spell. Your choice must correspond to the element of a jinn you have bonded. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Primordial Awareness. Elementals count as your favored enemy for the purpose of interaction with your Primeval Awareness feature, even if you did not choose them as a favored enemy.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit's Protection[edit]

By 7th level, your bond with you jinn becomes so great that they actively protect you from harm. Whenever you finish a short or long rest, you can choose one of your jinn. You gain the benefit listed in the Boon column of the Spirit's Protection table below until you choose a different jinn with this feature.

Spirit's Protection
Element Boon
Air You gain resistance to Lightning damage.
Earth You have advantage on skill checks and saving throws to avoid being pushed, pulled, and knocked prone.
Fire You gain resistance to Fire damage.
Water You gain resistance to Cold damage.

Elemental Burst[edit]

Beginning at 11th level, whenever you hit a creature with an attack imbued by your Elemental Infusion feature, you can choose any number of other creatures within 5 feet of the original target. These creatures must each make a Dexterity saving throw against your spellcasting DC. On a failed save, such a creature takes 1d6 damage of the damage type used in the Elemental Infusion.

Incorporeal Defense[edit]

Starting at 15th level, your bond with your jinn enables you to allay some physical attacks by momentarily changing a portion of your flesh to one of the four elements (determined by your Spirit's Protection feature). When you are hit with a weapon attack, you may use your reaction to gain resistance to all bludgeoning, piercing, and slashing damage from nonmagical attacks on this turn, including the instigating attack.

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