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Genie Lord

You have made a pact with a powerful ruler of geniekind on one of the Elemental Planes. The Genie Lord’s concerns encompass a myriad of topics, ranging from those inscrutable to the mortal mind to those that are simple and straightforward. Genie lords compete endlessly against each other, and rivalries between these elemental rulers can engulf entire nations. They aren’t above bribing a rival’s mortal agents to switch sides if they think it will gain them an advantage.

Expanded Spell List

The Genie Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.


Spell Level Spells
1st ThunderwaveWind Tunnel
2nd Gust of Wind, Sleet Storm
3rd Protection from Energy, Water Breathing
4th Conjure Minor Elemental, Fire Shield
5th Creation, Wall of Stone
   

Genie Lord’s Favor

Starting at 1st level, you can speak, read, and write Primordial. You can understand and be understood by any creature that speaks Auran, Ignan, Terran, or Aquan. Additionally, your patron grants you a token that can absorb elemental power. You gain a magical gemstone with the following properties:
  • You can use the gem as an arcane focus.
  • The gem can capture elemental power. When you take acid, cold, fire, lighting, or thunder damage, you can choose to transfer some or all of the damage into the gem instead of taking the damage yourself. The gem can absorb damage equal to twice your warlock level + twice your Charisma modifier. The gem becomes empty again when you finish a long rest.
  • While the gem holds any amount of elemental power, you can use an action to cause it to shed bright light out to 20 feet and dim light for an additional 20 feet, to shed dim light out to 5 feet, or to douse the light.
  • If you lose your token, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous token. Your token shatters to slivers when you die.
     

    Release Energy

    Starting at 6th level, you can use the energy stored in your token against foes. When you damage a target with any kind of attack, you can spend stored points to deal extra damage of the same type equal to your Charisma bonus. If you deal damage to multiple targets with a single attack, choose which one takes the extra damage.
    Additionally, you can extend the protection of your gem to other creatures. When an ally within 30 feet that you can see takes acid, cold, fire, lighting, or thunder damage, you can use your reaction to transfer some of the damage into your gem.
     

    Minor Wish

    Starting at 10th level, you can call upon your Genie Lord to twist fate in your favor. Immediately after you make an attack roll, saving throw, ability check, or damage roll, you can choose to reroll and take the better result. Once you use this feature, you can’t use it again until you finish a short or long rest.
     

    Herald’s Aspect

    Starting at 14th level, you can channel the power of your patron into your flesh to magically transform into a herald of your Genie Lord. Your legs fade away into a swirl of elemental energy, and your skin and features take on a cast that resembles that of your patron. You can transform as a bonus action, and the transformation lasts for 1 minute, during which you gain the following benefits:
  • You gain a flying speed of 60 feet.
  • You have advantage on saving throws against spells and other magical effects.
  • Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain immunity to that damage type.
  • Once on your turn when you hit with any attack, you can deal an extra 3d6 damage of one of the following types: acid, cold, fire, lightning, or thunder.
  • Once you use this feature, you can’t use it again until you finish a short or long rest.
     

    Pact Boons

    The pact boons bestowed by the Genie Lord are modified or augmented as described below. Add these details to whichever pact boon you select.
    Pact of the Blade. Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can choose its damage type to be one of the following: acid, cold, fire, lightning, or thunder. You can select a different damage type each time you create the weapon.
    Pact of the Chain. When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual alternatives. When you use your action to command your mephit familiar to attack, it can use its breath or its Innate Spellcasting if you so desire.
    Pact of the Tome. Your book is immune to damage or wear caused by the elements. This includes acid, cold, fire, lightning, or thunder damage, as well as simple effects such as being immersed in water or set aflame.


    Created by

    ColTigh128.

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