Otherworldly Patron
Warlocks have the following Otherworldly Patron option in addition to those found in the Player's Handbook.
The Noble Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.
You choose your patron's kind or determine it randomly, using the Genie Kind Table. Each kind of genie is associated with a particular element, as shown in the table. This will also affect other features you gain as you progress in this class.
Genie Kind
d4 | Kind | Element | Associated Damage Type |
---|---|---|---|
1 | Dao | Earth | Bludgeoning or Poison |
2 | Djinni | Air | Thunder or Lightning |
3 | Efreeti | Fire | Fire or Radiant |
4 | Marid | Water | Cold or Acid |
Expanded Spell List
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genies spells that are added to the warlock list for you, along with the spells associated with your patron's kind: dao, djinni, efreeti, or marid.
Genie's Vessel
Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a tiny object, and you can use it as a spellcasting focus for your warlock spells. Decide if your vessel is an oil lamp, urn, ring with a compartment, stoppered bottle, hollow statuette, ornate lantern, or some other tiny object with a cavity.
While you are touching the vessel, you can use it in the following ways.
Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with simple furniture of your choosing and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to your warlock level. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored in there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter it again until you finish a short or long rest.
Genie's Wrath. Choose one of the types of damage associated with your patron, as shown in the Genie Kind table. Once during each of your turns when you hit with an attack roll, you can deal extra damage of that type to the target equal to your proficiency bonus.
Genie Expanded Spells
Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
---|---|---|---|---|---|
1st | command | heroism | thunderwave | burning hands | create or destroy water |
2nd | silence | spike growth | gust of wind | scorching ray | blur |
3rd | tiny servant | meld into stone | thunder step | fireball | call lightning |
4th | Otiluke's resilient sphere | stone shape | freedom of movement | fire shield | control water |
5th | Bigby's hand | wall of stone | control winds | flame strike | cone of cold |
9th | wish | — | — | — | — |
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Elemental Gift
At 6th level, you begin to take on characteristics of your patrons kind. You now have resistance to a damage type of your choice from those associated with your patron on the Genie Kind table.
In addition, as a bonus action, you can give yourself a flying (hover) speed of 30 feet that lasts for 10 minutes. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Limited Wish
You entreat your patron to grant you a small wish. Starting at level 10, as an action, you can speak your desire to your genie vessel, requesting the effect of one spell that is of 5th level or lower. The spell can be of any class's spell list and you don't need to meet the requirements for that spell, including costly material components; the spell simply takes effect as a part of this action. You cannot use this feature again until you've completed a long rest.
Sanctuary Vessel
Starting at 14th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
Additionally, you can cast the Mordenkainen's Magnificent Mansion spell once without expending a spell slot. When you cast it in this way, you can choose to include the interior of your genie vessel as a room that can be physically entered from the mansion. You can use your genie vessel as the portal to enter the mansion. You cannot cast this spell with this feature again until after completing a long rest.
Gen Familiar
If you gain the Pact of the Chain feature at 3rd level, the four types of gens are added to the list of improved familiar forms available to you.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook.
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
Blood for Power
As a bonus action, you can recover a used spell slot by expending a number of hit dice equal to the level of the slot. The spell slot you recover must be of 5th level or lower. Additionally, when you roll damage for an attack or spell, you can spend a number of hit dice equal to or less than your Charisma modifier to add them to the roll as force damage. You do not heal from hit dice spent in either of these ways.
Fiendish Recital
You are proficient with any musical instrument while holding it. You have advantage on charisma (performance) checks made that involve musical instruments, but only if it is made in an effort to prove your superiority over another performer.
Friend Like Me
You can cast charm person at will, without expending a spell slot or material components. You can only have one creature affected by this spell at a time and you must complete a long rest before you use this invocation on the same creature again.
Primordial Ward
Prerequisite: 5th level
You can cast absorb elements at will, without expending a spell slot.
Savant of the Blade
Prerequisite: 9th level, Pact of the Blade
You can now have two pact weapons bound to you at a time. Any spells or effects that would affect one of your pact weapons, affects the other if you choose.
Savant of the Chain
Prerequisite: 9th level, Pact of the Chain
You are no longer blinded and deafened when perceiving through your familiar's senses and it requires no action to do so. As action, you can call your familiar back to you. If it has died, or is alive and on the same plane of existence as you, it magically manifests next to you after 10 minutes.
Savant of the Tome
Prerequisite: 9th level, Pact of the Tome
You can select two more cantrips to learn from any class. For you, these are considered warlock cantrips and don't count against your number of cantrips known. When you finish a long rest, you can switch a cantrip you've learned in this way with another cantrip.
Siphon Arcana
Prerequisite: 11th level, Counterspell known
When you successfully prevent a creature from casting a spell through use of counterspell, roll a d20. On a roll of 10 or higher, you recover a used warlock spell slot. If the spell you countered was of 6th level or higher, you have advantage on this roll.
Strategic Casting
Prerequisite: 12th level
You can expend a use of your Mystic Arcanum feature to cast the Contingency spell. You must complete a long rest before doing so again.
Unearthed Secrets
Prerequisite: 9th level
You can cast Legend Lore once without expending a spell slot or material components. You regain the ability to do so when you complete a long rest.
Worldly Knowledge
You learn basic facts about all known cities, towns, settlements, and cultures. You have advantage on intelligence (history) checks made to recall info about an area and on charisma (deception) checks made to convince others you have been to, or are from, a given place.
Credits
Created by EverydayEnthusiast. This is a rework of the Genie Patron from this Unearthed Arcana article by Wizards of the Coast.
Art Credits
- Djinni in the 5e Monster Manual - copyright Wizards of the Coast
- Pathfinder Genies - by Jasper Ejsing - copyright Paizo Publishing LLC
- Genasi in Monsters of Faerûn - by Wayne Reynolds- copyright Wizards of the Coast
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.