Vessel of the Elements (5e Subclass)

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A Vessel of Fire, utilizing the power of the Efreeti

Your innate magic comes from a pact made with a being of incredible elemental power; a genie. You may have had this power bestowed upon you by an ancestor, or perhaps you may have sought a genie out yourself. Though genies rarely seek out humanoid vessels, the ones they find themselves bestowing their power upon are often great warriors who can protect themselves in battle without magic. A genie’s vessel is its home after all, and what good is a home without a solid foundation?


Bonus Proficiency[edit]

A genie requires its vessel to be able to protect itself without the use of the genie’s innate magic. Beginning at 1st level, you gain proficiency in simple and martial weapons, light armor, medium armor, and shields. Sorcerers who decide to become Vessels of the Elements often use the weapons that their specific genies favor (Daos use Mauls, Djinnis and Efreetis use Scimitars, and Marids use Tridents). Though they are not required to use these weapons if they so choose, if they do it may be used as their spellcasting focus.

Genie's Vessel[edit]

At 1st level, you choose a type of genie that will be using you as its vessel. The elemental plane your genie is associated with is used by features you gain later.

Elemental Origin[edit]
Genie Elemental Plane
Dao Elemental Plane of Earth
Djinni Elemental Plane of Air
Efreeti Elemental Plane of Fire
Marid Elemental Plane of Water

Pact of the Elements[edit]

Your pact with your genie allows you to briefly tap into its power instead of using your own. Beginning at 1st level, you gain one of the following abilities based on your genie’s elemental origin.

Plane of Earth[edit]

The following spells do not count against the number of spells you can learn when you gain access to them, and they do not count against the number of spells you can prepare each day: Passwall, Stone Shape, Stoneskin, Wall of Stone.

Strength of the Dao

As a bonus action, you can surround your skin and weapons with stone. For one minute, your Armor Class equals 15 plus your Constitution modifier, and your melee weapon attacks deal extra bludgeoning damage equal to your proficiency bonus plus your Sorcerer level. At 6th level, this ability gives you resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Once you use this ability, you cannot use it again until you finish a long rest.

Plane of Air[edit]

The following spells do not count against the number of spells you can learn when you gain access to them, and they do not count against the number of spells you can prepare each day: Blur, Gaseous Form, Major Image, Wind Walk.

Djinni’s Whirlwind

As an action, you create a 5-foot-radius, 30-foot-tall cylinder of swirling air on a point you can see within 120 feet. The whirlwind lasts for one minute. Any creature that enters the whirlwind must succeed on a Strength saving throw equal to your spell save DC or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends early if you lose sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 15 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. At 6th level, the radius of this ability extends to 10ft, and if a creature tries to free a creature restrained by this ability and fails the check, it is pulled into the whirlwind and restrained. You may not have more than four creatures restrained by this ability at once. Once you use this ability, you cannot use it again until you finish a long rest.

Plane of Fire[edit]

The following spells do not count against the number of spells you can learn when you gain access to them, and they do not count against the number of spells you can prepare each day: Fireball, Heat Metal, Phantasmal Killer, Scorching Ray.

Efreeti’s Embrace

As a bonus action, your body becomes cloaked in fire and is incredibly hot to the touch. For one minute, you are resistant to fire damage, and your weapon attacks deal an additional 1d6 fire damage. In addition, melee attackers take 1d6 fire damage each time they make a melee attack against you, regardless of whether or not the attack lands. At 6th level, you are immune to fire damage during this time and the damage you deal increases to 2d6, and 3d6 at 11th level. Once you use this ability, you cannot use it again until you finish a long rest.

Plane of Water[edit]

The following spells do not count against the number of spells you can learn when you gain access to them, and they do not count against the number of spells you can prepare each day: Call Lightning, Control Water, Water Breathing, Water Walk.

Marid’s Prison

As an action, you create a sphere of water around a creature within 60ft, trapping them and drowning them. The creature must succeed on a Constitution saving throw equal to your spell save DC or be restrained by the sphere and unable to breathe. Any creature that ends its turn within 5ft of the sphere must make a DC 10 Strength saving throw or be sucked into the sphere. You cannot trap more than two creatures in the sphere at once. Any creature that can breathe water is immune to this ability. At 6th level, you can create one additional sphere within range. Once you use this ability, you cannot use it again until you finish a long rest.

Elemental Transformation[edit]

At 6th level, you become one with the genie inside you, granting you access to incredible elemental abilities. You can now use a bonus action to enter a hybrid elemental form. Each hybrid form lasts for one minute, and you can use your Elemental Transformation an amount of times equal to one third of your Sorcerer level, rounded down. You regain expended uses of your Elemental Transformation after a long rest. Each genie grants you different abilities based on their elemental origin.

Dao[edit]

Your skin becomes hard as stone, giving you a +2 bonus to your Armor Class, a burrowing speed equal to your movement speed, and resistance to bludgeoning, piercing, and slashing damage from all sources (including magical damage) for the duration. In addition, you can use a bonus action to conjure an earthen maul that you are proficient with. Weapon attacks using this maul use your spell attack bonus on attack rolls, and on hit, the maul deals 3d6 plus your Charisma modifier bludgeoning damage. This damage is considered magical for the purpose of overcoming resistances. You can make two attacks with this weapon each time you take the attack action on your turn. While in this hybrid form, you have advantage on all Strength checks and saving throws.

Djinni[edit]

You body becomes as light as air, giving you a fly speed equal to your movement speed, and advantage on Dexterity checks and saving throws. In addition, you can use the air around you to make two weapon attacks each time you take the attack action on your turn. You can hit targets within 30ft of you with these attacks. Each attack used in this way use your spell attack bonus on attack rolls, and on hit, deals 2d8 plus your Charisma modifier slashing damage. This damage is considered magical for the purpose of overcoming resistances. While in this hybrid form, whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Efreeti[edit]

Your body burns as hot as fire, making any object or creature you touch ignite into flame. When you use your Elemental Transformation, you immediately gain temporary hitpoints equal to your proficiency bonus plus your Sorcerer level. While in this form, you have resistance to fire and cold damage, and your unarmed strikes deal 2d6 plus your Charisma modifier fire damage. These attacks use your spell attack bonus on attack rolls. You can make two unarmed strikes each time you take the attack action on your turn. In addition, you can use your bonus action to grapple the target, forcing them to make a Strength check against your spell save DC. Each turn a target is grappled by you, they take 3d6 fire damage because of your fiery skin. While you are grappling a creature, you must use your action to maintain the grapple, but you may use your bonus action to make one unarmed strike on the target you are grappling.

Marid[edit]

Your blood fills with rejuvenating water, healing you while you remain in this form. Each turn you remain in your hybrid form, you heal 1d6 hitpoints. In addition, the water running through you conducts the electricity in your spells and your enemies’ spells. Whenever you cast a spell that deals lightning damage, that spell’s damage dice increase by 1 tier. For example, if you were to cast the Shocking Grasp cantrip while in your hybrid form, it would deal 2d10 lightning damage instead of 2d8 at 6th level. You can also launch a powerful jet of water at your enemies. This attack uses your spell attack bonus on attack rolls, and deals 3d6 plus your Charisma modifier bludgeoning damage on hit. This damage is considered magical for the purpose of overcoming resistances. If the target is Huge or smaller, it must succeed on a Strength saving throw equal to your spell save DC or be pushed up to 20ft away from you.

War Magic[edit]

Beginning at 14th level, when you use your action to cast a spell of 1st level or higher, you can make one melee weapon attack as a bonus action.

Genie Unleashed[edit]

Beginning at 18th level, you can use your Elemental Transformation an unlimited amount of times. In addition, you can spend sorcery points equal to your Sorcerer level to cast the Wish spell without expending a spell slot once per long rest. However, when you use your sorcery points in this way, you gain one level of exhaustion, and the next time you take a long rest, you only gain half of your sorcery points back. You can only use this ability once every seven days.

Additional Metamagic Options[edit]

Elementalist[edit]

When you deal damage with a spell, you can spend 2 sorcery points to change the spell’s damage type depending on your elemental ancestry:

Dao: Force

Djinni: Thunder

Efreeti: Fire

Marid: Cold

Elemental Weapon[edit]

When you cast a spell, you can instead spend 5 sorcery points to imbue it into your weapon as a bonus action. On your next melee attack, on hit, you deal the spell’s damage in addition to your weapon’s damage. The imbued weapon attack lasts for three rounds, or until you hit a target with the weapon, whichever comes first.

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