Sorcerer - Genie Bloodline

Search GM Binder

Sorcerous Origin

Sorcerers have the following Sorcerous Origin option in addition to those found in the Player's Handbook.

The Noble Genie

Your innate magic comes from the primordial essence of the Elemental Planes. Your bloodline is one that is connected to, or has the potential to rise to the rank of, a noble genie. These creatures are the rarest and most powerful of their kind, a spirit that is infused with cosmic levels of power and influence. Genies who have risen to nobility often aim to achieve ultimate greatness, splendor, and the reverence of all beings, especially other genies.

Restriction: Genasi Only

Genasi, being born of the elemental planes, are the only race capable of being connected closely enough, in body and spirit, to genies to rise to the form of a true Noble Genie.

Noble Genie Spells

Starting at 1st level, your noble lineage grants you access to rare and exotic magics. You learn additional spells when you reach certain levels in this class, as shown on the Noble Genie Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Noble Genie Spells
Spell Level Spells
1st absorb elements, comprehend languages
2nd silence, rope trick
3rd create food and water, dispel magic
4th find greater steed*, freedom of movement
5th circle of power, legend lore

*Can only select Magic Carpet (see game statistics below).

Planar Delegate

In your travels to exotic lands you have learned how to make connections and demand attention in order to to build your influence. At 1st level, you gain proficiency in the persuasion and history skills, and you learn the thaumaturgy cantrip, which counts as a sorcerer spell for you and does not count against the number of cantrips you know.

Additionally, you have advantage on intelligence (history) checks to recall interesting or helpful facts about exotic lands and cultures, and you have advantage on charisma checks when interacting with creatures that aren't natives to the material plane.

Aristocratic Assurance

Your confidence in your birthright and destined station is unwavering. Starting at 1st level, if you miss an attack roll or fail an ability check or saving throw, you can spend a hit die to roll it and add the result as a bonus to the roll. You can use this ability once per turn and you do not heal from hit dice spent in this way.

Variant: Constitution Spellcasting

The DM may permit a sorcerer of this origin to use Constitution, instead of Charisma, as a spellcasting ability. This is recommended because Genasi use constitution as their spellcasting ability for their natural spells (a trait unique to this race) and charisma is the only ability score that no genasi type gets a natrual bonus to. Additionally, the sorcerer class is generally tied to drawing on one's internal power.

Elemental Attunement

At 6th level, you gain resistance to a damage type based on your race: lightning for air genasi, poison for earth genasi, radiant for fire genasi, and cold for water genasi. Additionally, when you take damage of a type you are resistant to, you can spend a sorcery point to become immune to that damage type until the start of your next turn.

Genie Form

At 14th level, you gain the power to take on the form of a proper genie. As a bonus action, you can transform your appearance. You glow with a faint hue that reflects your particular elemental plane of origin and a mass of swirling elemental energy encases the lower half of your body. While in this form, you gain a flight (hover) speed equal to your walking speed. You remain in this form until you're incapacitated, you die, or you dismiss it as a bonus action.

Noble Ascension

You have risen to the full potential of a true Noble Genie, now commanding the power to bend reality to grant wishes to those who would earn your favor. Starting at 18th level, you learn the wish spell (or another sorcerer spell if you already know wish) and it does not count against your number of spells known. When you cast wish at the request of another creature, explicitly for the purpose of genuinely fulfilling their wish, you do not suffer any stress (as described in the spell). You can grant a wish in this way to to specific creature no more than three times in that creature's existence. When you grant a third wish to a creature, there is a 33 percent chance that you will be unable to grant wishes in this way again until a year has passed.

Additionally, if you lose the ability to cast wish (as described in the spell), you regain the ability to cast it after one year, but only in the way described by this feature.

Variant: Captive Wish Granters

If you are charmed by a creature, bound in chains, or trapped in any kind of magical container (such as an iron flask), a creature who is aware of your powers can try to make you fulfill its wish against your will. The creature uses its action to speak the wish and makes a Charisma (Persuasion) check contested by your Wisdom saving throw. If you succeed, nothing happens and you are immune to this effect until after you've completed a long rest. On a failure, you grant the wish on your next turn, if you are able to do so.

Created by EverydayEnthusiast

Art Credits
  • Djinni in the 5e Monster Manual - copyright Wizards of the Coast
  • Pathfinder Genies - by Jasper Ejsing - copyright Paizo Publishing LLC

Magic Carpet

large construct, chaotic good


  • Armor Class 14
  • Hit Points 51 (7d10 +13)
  • Speed fly (hover) 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 10 (+0) 12 (+2) 10 (-0)

  • Skills Stealth +8
  • Damage Vulnerabilities magical slashing
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
  • Senses blindsense 60 ft. (blind beyond this radius)
  • Languages understands the languages its creator knows, but cannot speak
  • Challenge 3 (700 XP)

Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

False Appearance. While the carpet remains motionless, it is indistinguishable from a normal carpet.

Actions

Tassle Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage

Smother. Melee Weapon Attack: +4 to hit, reach 5 ft., one medium or smaller creature. Hit: The creature is grappled (escape DC 12). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug cannot attack another target. In addition, at the start of each of the target's turns, the target takes 9 (2d6 +2) bludgeoning damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.