Creature Cohorts: The Genie

by MisterThr33

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Creature Cohorts:
The Genie

Genie Cohorts

Tales of genies are nothing new in the world of adventurers. The stories of magic lamps and the untold riches to those that find them are numerous, if often exaggerated. The truth of the matter is, most genies are not bound to magical artifacts at all, let alone capable of snapping their fingers to change the world around them.

The average genie lives within the elemental planes, well beyond the reach of the mortal realm. It is in these planes- that of Air, Earth, Fire and Water- that genies watch over the land in their massive and decadent fortresses. Worship is said to be rare in these worlds, unless it is the genies themselves that you wish to serve. Perhaps, if you are lucky, you might find a patron capable of making your dreams come true, quite literally.

However, there are those travelers who seek the genies not for fame or fortune, but for knowledge. Some of these planar warriors are mages first and foremost, while others begin their careers as soldiers or mercenaries. All, however, must survive the hostility of worlds beyond their own and the raw power of the elements.

In time, all of these travelers either perish, or gain the resilience needed to traverse the elemental planes. Those who do may one day join the genies in their homes, and the stories they share may be worthy of legend all on their own.

Not all genies can grant literal wishes, but all have insights to share with those who will listen. Amongst the genies, it is said that some wishes can be granted in a moment. Others take a lifetime.

art by MihaiRadu
cover art by Ayu Marques

What is a Cohort? (*2.0)

A creature cohort is a monster straight from the pages of Dungeons and Dragons Fifth Edition that has been redesigned for use as its own race and associated class. A cohort race and class (like the Genie race and Warrior-Sage class) are typically meant to be taken together. The Warrior-Sage, though, is designed for use with any race or lineage.

A cohort can be used for multiple purposes: as a sidekick (friendly NPC), a recurring villain/rival, or as a player character. You create a cohort much like making a character, following the same rules in the Player's Handbook.

However, cohorts are designed to be built differently depending on how they are used. If a cohort is being used as an NPC sidekick, then the cohort does not get a background at 1st level, nor do they choose a subclass as they advance in their class. Cohorts as sidekicks instead rely on the base class alone for their abilities- which leads to a more streamlined, simpler experience (at a power level a little lower than that of a full-fledged player character).

(Note that, at the time of this writing, there are multiple existing cohorts that are not yet designed around 'subclasses for characters only'. For cohorts prior to the Angel release (July 2021) it is recommended to use those cohorts as written. Updated versions of those cohorts are planned for future releases.)

Genie Racial Features

Across the Elemental planes of Air, Earth, Fire and Water, few creatures command such respect as the genies. The strongest of their kind are described as having powers just shy of god-like. That said, even the lowest class of genie are seen by mortals as the stuff of legends.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Genies are said to be the result of a mortal soul (or souls) merging with the vast energies of the elemental planes. With this in mind, genies are virtually always fully-formed adults when they emerge from this process, and they seem to be unable to procreate. Genies are both ageless and immortal.
Alignment. The malicious Dao often take slaves when they can, and the worst of these genies revel in the pain inflicted on their hapless servants. Djinni, or Air Genies, are the kind most often referred to in mortal tales, and for good reason. Of all the genies, Djinni are the most likely to collaborate with non-genies and in fact tend to find mortals rather fascinating. The Efreeti of the famed Brass City may seem just as brutish and evil as the Dao, but Efreeti rule through strict hierarchies and draconian laws that, they believe, are necessary to instill true order.

Meanwhile, the Marids have a streak towards chaos that other genies are not known for. Asking a wish of a Marid is thought to be perilous-- at best, their wishes are granted to entertain the genie first, and fulfilling the wish's purpose falls second if at all.
Size. Genies are towering figures, and though they begin as Medium-sized they lean towards the taller end of the spectrum. A genie tends to be six to seven feet tall at minimum, and more powerful genies can be considerably larger.
Speed. Your base movement speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elemental Nature. You count as an elemental for the purposes of spells and effects.
Flight. You gain a fly speed of 30 feet. Your flight works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

You fly at only half the normal speed if you carry weight that exceeds two-thirds of your maximum carrying capacity. You cannot fly at all if you carry weight that exceeds your carrying capacity.
Languages. You naturally speak Common. Your subrace will grant you an additional language as well.
Subraces. Four major subraces of genie are found amongst the planes of D&D: dao, djinni, efreet and marids. Choose one of these subraces.

Dao

The stone-skinned Dao rule over the deepest caves of the Elemental plane of Earth, each either possessing (or vying for) a small army of servants to work their mines. They are often, but not always, arrogant and cruel towards non-genies. Even the outliers amongst their kind tend to seek power and influence when they can.
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Unceasing. When you use your move action, you may choose to ignore the effects of difficult terrain until the beginning of your next turn. You may use this ability three times, and recover any expended use upon completion of a long rest.
Elemental Boon. You know the acid splash cantrip. When you reach 3rd level, you can cast the ray of sickness spell once per day. When you reach 5th level, you can also cast the melf's acid arrow spell once per day. You do not require any components when casting these spells in this way. Charisma is your spellcasting ability for these spells. Languages. You gain Terran as an additional language known.

Djinni

Djinni look over the Elemental plane of Air from their cloud-top fortresses and cities. Their kind tend to dress (and act) in a way both gaudy and gregarious, and they are said to be rather open to the peoples of the outside world. Djinni revel in new experiences just as much as they enjoy forming new friendships.

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art by Simon Pape

Winds of Change. You may choose to reroll an attack roll that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Elemental Boon. You know the minor illusion cantrip. When you reach 3rd level, you can cast the thunderwave spell once per day. When you reach 5th level, you can also cast the invisibility spell once per day. You do not require any components when casting these spells in this way. Charisma is your spellcasting ability for these spells.
Languages. You gain Auran as an additional language known.

Efreeti

Efreeti armies stand thousands strong, mixing flame-licked genies, contract-bound devils, and other unspeakable beasts under obsidian domes. If the Efreeti are to be believed, their City of Brass has never fallen to an outside force. Perhaps history is indeed written by the victors. If so, then the Elemental Plane of Fire has a story etched by an Efreeti quill.
Flames of Fury. When you deal damage with a spell or cantrip, you may choose to deal extra damage to a single target equal to your proficiency bonus. This extra damage is fire damage. You may use this ability twice, and recover any expended use upon completion of a long rest. Elemental Boon. You know the fire bolt cantrip. When you reach 3rd level, you can cast the burning hands spell once per day. When you reach 5th level, you can also cast the enlarge/reduce spell once per day. You do not require any components when casting these spells in this way. Charisma is your spellcasting ability for these spells. Languages. You gain Ignan as an additional language known.

Marid

Marids are described as generous hosts and bombastic storytellers, stored away in their vast underwater palaces. They are at once entertaining and fickle- there is no ceiling that can contain their egos nor their considerable powers. Do not insult a Marid or question their tall tales- or you will become the punch line of their next performance.
Lords of Coral. You can breathe air and water. You also gain a swim speed of 30 feet.
Slippery. When you fail an ability check while suffering from the grappled or restrained conditions, you may reroll the ability check. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Elemental Boon. You know the ray of frost cantrip. When you reach 3rd level, you can cast the unseen servant spell once per day. When you reach 5th level, you can also cast the hold person spell once per day. You do not require any components when casting these spells in this way. Charisma is your spellcasting ability for these spells.
Languages. You gain Aquan as an additional language known.

New Class: The Warrior-Sage

Class Features

As a warrior-sage, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per warrior-sage level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per warrior-sage level after 1st.

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: choose two from Athletics, Arcana, Deception, History, Insight, Intimidation, Perception, and Persuasion

Equipment

You start with the following equipment, in addition to any equipment granted by your background:

  • (a) a maul or (b) any martial melee weapon
  • (a) four javelins or (b) any simple weapon
  • (a) an explorer's pack and 25 gold

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art by Magdalena Katańska

Warrior-Sage

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Grant Desire, Natural Armor, Resilience (one use)
2nd +2 Lore-Bearer, Planar Weapon, Spellcasting 2
3rd +2 Ageless Technique, Aspect 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Might of the Elements 4 2
7th +3 Aspect Feature, Resilience (two uses) 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aspect Feature 4 3 2
11th +4 Planar Conduit 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Plane Shift 4 3 3 1
15th +5 Aspect Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Resilience (three uses) 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Wishmonger 4 3 3 3 2

Grant Desire

Though only the Noble Genies can grant actual wishes, many of their kin (and those who follow their teachings) learn to alter reality in subtle ways.

As a bonus action, you can choose one of the following effects:

  • You alter your skin, eye and hair color as you choose, and can increase or lower your height by up to 1 foot. This effect lasts 1 hour.
  • You increase your walking speed by 10 feet. This effect lasts 1 minute.
  • You cast the silent image spell without components and without consuming a spell slot. When cast in this way, the spell's duration is reduced to one minute.

You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

Natural Armor

Just like the mythical genies themselves, your combination of bulk and muscle have become reinforced by raw elemental energies. As you gain body mass, your magical protection also hardens your flesh against outside threats.

While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Resilience

When you take damage, you may use a reaction to reduce the damage by an amount equal to your proficiency bonus + your warrior-sage level. If the triggering damage was acid, cold, fire, lightning or thunder damage, you also deal an extra 1d6 damage of the same damage type on the next melee or thrown weapon attack made before the end of your next turn.

You may use this feature once, and recover any expended use upon completion of a long rest.

At 7th level, you may use this feature twice between long rests. At 18th level, you may use this feature three times between long rests.

Lore-Bearer

Genies, regardless of their origin, are known as storytellers almost without equal. During your travels, you may have also picked up a few pieces of unique knowledge to call your own. Starting at 2nd level, you may use your Charisma modifier on any ability check that would normally use your Intelligence modifier.

Planar Weapon

Genies-- and the allies worthy of their secrets-- learn to draw upon untold power to bathe their weapons in raw elemental energies. Some warrior-sages call upon chaotic, roiling forces that may even appear alive. Others imbue their blades with a more controlled, subtle glow, leaving spectral after-images with every movement.

At 2nd level, you may consume a spell slot as a bonus action to wreathe your weapon in magical power. For 1 minute, you deal extra damage the first time you hit a creature with a weapon attack in a turn. The damage dealt is acid, cold, fire or lightning damage- you choose when you use this ability. The damage type remains the same until the next time you use this ability.

In addition, any melee weapon that you wield, if it does not have the reach trait or the thrown weapon property, it gains the thrown weapon property during this duration with a range of 20/60. While this ability is active, any weapon thrown by you immediately flies back to your hand after each attack.

The extra damage is 1d6 for a first level spell slot, 1d8 damage for a second level spell slot, 1d10 damage from a third level spell slot, 2d6 damage from a fourth level spell slot, and 2d8 damage from a fifth level spell slot.

Spellcasting

By 2nd level, you have become a living conduit to the elemental planes. The Warrior-Sage spell list is at the end of this class description.

Preparing and Casting Spells

The Warrior-Sage table shows how many spell slots you have to cast your spells. To cast one of your warrior-sage spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of warrior-sage spells that are available for you to cast, choosing from the warrior-sage spell list. When you do so, choose a number of warrior-sage spells equal to your Charisma modifier + half your warrior-sage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level warrior-sage, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of warrior-sage spells requires time spent in quiet reflection: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your warrior-sage spells, since their power comes from your control of the elements through force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warrior-sage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a piece of jewelry made of precious metal (such as silver, gold or platinum) as a spellcasting focus for your warrior-sage spells. This includes such objects as rings, amulets, necklaces, and bracelets, for example.

Ageless Technique

Genies and their ilk carry with them the wisdom of the ages- behind their toughened flesh and hearty laughs lies the knowledge of countless battle techniques. Just as important, however, is a warrior-sage's ability to look beyond the present, establishing the extreme focus required to execute said maneuvers.

Starting at 3rd level, a warrior-sage can use their move action to remain in place and focus. In exchange, the next melee or thrown weapon attack made by the warrior-sage gains advantage as long as it is made before the end of their next turn.

There is no limit to the number of times a warrior-sage may use this ability. This ability cannot be used if any part of the warrior-sage's movement has been used this turn.

art by Sean Randolph

Aspect

Warrior-Sages carry a great deal of power over the elements. That said, the strongest amongst them tend to focus their connection on one elemental aspect above all others.

If your cohort is being created as a player character (or if it is meant to have an equivalent power level) then at 3rd level, you choose your subclass-- the Dao, the Djinni, the Efreeti, or the Marid. Aspect options are detailed at the end of this class description.

Your choice grants you features at 3rd level and again at 7th, 10th and 15th level. Those features include Aspect spells.

Aspect Spells

Each aspect has a list of associated spells. You gain access to these spells at the levels specified in the aspect description. Once you gain access to an aspect spell, you always have it prepared. Aspect spells don't count against the number of spells you can prepare each day.

If you gain an aspect spell that doesn't appear on the warrior-sage spell list, the spell is nonetheless a warrior-sage spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you may attack twice, rather than once, when using the Attack action.

Might of the Elements

Warrior-Sages take on more than just the teachings of the genies- in time they gain the supreme strength and effortless flight of their forebears.

Starting at 6th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. This does not stack with the Powerful Build trait.

In addition, you gain a flying speed of 60 feet. If you previously had a flying speed (such as from the genie race) you no longer fall at the end of your turn while aloft.

Planar Conduit

As your connection to the elemental planes grow, so do the possibilities at your fingertips. Your unfettered might courses through any weapon in your hands so long as you allow it.

Starting at 11th level, all of your melee and thrown weapon attacks deal an extra 1d8 damage on a hit. This damage is acid, cold, fire or lightning- you may change the damage type without an action, but only during your turn and only once per round.

In addition, your planar weapon damage increases (though still only affects the first time you hit with a weapon attack in a round.) The bonus damage is now 1d8 when consuming a first level spell slot, 1d10 for a second level spell slot, 2d6 for a third level spell slot, 2d8 for a fourth level spell slot, and 2d10 for a fifth level spell slot.

From now on, any bonus damage dealt with this ability, or from your planar weapon ability, ignores damage resistance but not immunity.

Plane Shift

At 14th level, you gain the ability to cast the plane shift spell without consuming a spell slot. If your destination is on the Material Plane or one of the Elemental Planes (such as the Elemental Planes of Air, Earth, Fire, or Water), then you do not require any material components to cast the spell in this way.

You may instead cast the teleport spell using this ability if your destination is on your current plane of existence.

You may use this ability once, and recover any expended use upon completion of a long rest.

Wishmonger

Starting at 20th level, you may use your wish-granting abilities as an action to summon the effect of one spell that is 3rd level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

You may use this ability twice, and recover any expended use upon completion of a long rest.

Alternatively, you may cast a single spell that is 6th level of lower instead of the above (the same conditions apply, however). You must have both uses of this ability available in order to cast a spell of 4th level or higher in this way, and you consume both uses in order to do so.

Once you use this ability to cast a spell of 4th level or higher, you cannot cast another 4th level or higher spell in this way until you finish 1d4 long rests.

Aspects

At 3rd level, some warrior-sages specialize further in a specific element or genie heritage. Once an aspect is chosen, a warrior-sage gains additional spells unique to that aspect, as well as other specialized abilities. You choose one of the aspects available: the Dao, the Djinni, the Efreeti, or the Marid.

Dao

The Dao are known for their resilience just as much as their ruthlessness. Through hardened flesh and bold determination, the Dao remain standing even where other genies might falter. They also possess considerable skill with regards to summoning and banishment magic. All the better for controlling those who either serve them, or those brash enough to oppose their might.

Aspect Spells

You gain aspect spells at the warrior-sage levels listed.

Aspect Spells
Warrior-Sage Level Spells
3rd compelled duel, shield
5th melf's acid arrow, ray of enfeeblement
9th magic circle, meld into stone
13th banishment, stone shape
17th hold monster, planar binding

art by Will O'Brien
copyright Paizo Inc.

Wishmaker

Starting at 3rd level, you gain the ability to reserve a small portion of any arcane energy you expend, using it to fuel other abilities.

Whenever you cast a warrior-sage spell using a spell slot, or consume a spell slot for your planar weapon ability, you gain one will point. When you complete a long rest, your total number of will points resets to zero.

As a bonus action, you may consume will points to gain temporary hit points. When you do so, you gain three temporary hit points per will point spent. You may spend up to one will point per point of proficiency bonus whenever you use this ability.

Each warrior-sage subclass provides an additional way to spend the will points gained from this ability.

Belligerent Flesh

At 3rd level, you can use will points from the wishmaker ability to resist ill effects. Whenever you are forced to make a saving throw you may spend at least one will point before making the roll. You gain a bonus on the saving throw equal to the number of will points spent in this way.

You may spend up to one will point per point of proficiency bonus whenever you use this ability.

Earthen Lord

Starting at 3rd level, when using a two-handed weapon (or a versatile weapon in two hands) and are standing on solid ground, you gain a +1 bonus to AC.

Appeal to Power

Beginning at 7th level, whenever you use your ageless technique ability, you may choose any number of creatures within your melee weapon's reach. Each of those creatures must make a Wisdom saving throw against your spellcasting save DC or become frightened for 1 minute.

At the end of each of its turns, an affected target can make another Wisdom saving throw, ending the frightened condition on a success.

You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

Terran Heritage

At 10th level, you gain resistance to acid damage. In addition, whenever you critically hit a creature, that creature must make a Wisdom saving throw against your spellcasting save DC. On a failure, that creature becomes stunned until the end of your next turn.

From Beneath the Earth

Starting at 15th level, whenever you use your resilience ability, you gain a number of temporary hit points equal to half your warrior-sage level, rounded up. These temporary hit points take effect immediately after you take the reduced damage from that ability, but only if you are still conscious.

Djinni

Of all the known genies, none are as well-known (or, in some cases, as openly welcomed) as the Genies of Air. Djinn can be bold and at times vain, but their companionship is rarely passed over willingly. Their exceptional speed and skill make them formidable servants to those powerful enough to entrap them. Their love of life, however, makes them even more valuable as friends and compatriots.

Aspect Spells

You gain aspect spells at the warrior-sage levels listed.

Aspect Spells
Warrior-Sage Level Spells
3rd magic missile, shield
5th misty step, invisibility
9th blink, lightning arrow
13th dimension door, freedom of movement
17th animate objects, creation

Wishmaker

Starting at 3rd level, you gain the wishmaker ability (detailed in the Dao aspect description.)

Sudden Step

You may use your will points from the wishmaker ability to teleport short distances and perforate your foes. At 3rd level, you may, as an action during your turn, spend at least one will point. Choose any number of creatures within 20 feet of you that you can see. Those creatures must make a Dexterity saving throw against your spellcasting save DC. Creatures who fail their saves take 1d4 force damage per will point spent (such as 2d4 damage when spending two will points, and so on).

Then you may choose an unoccupied space up to 5 feet away from you per will point spent. You teleport to that space as a part of this action.

You may spend up to one will point per point of proficiency bonus whenever you use this ability.

Thunder Lord

At 3rd level, you may choose to deal thunder damage with your planar weapon ability instead of the other available damage types. When you reach 11th level, you may choose to deal thunder damage with the planar conduit ability as well.

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art by Jason Strutz

Carry the Storm

Starting at 7th level, whenever you deal lightning or thunder damage to a creature with a melee or thrown weapon attack, you may force that creature to make a Wisdom saving throw against your spellcasting save DC. On a failed save, the creature becomes deafened and restrained for 1 minute. At the end of each of their turns, that creature may make a new saving throw against this effect, ending it on a success.

You may use this ability once per point of proficiency bonus, and you recover any expended use upon completion of a long rest.

Auran Avatar

At 10th level, you gain resistance to lightning damage.

In addition, whenever you teleport at least 10 feet through the use of a spell or ability, you gain a +1 bonus to your attack rolls and armor class until the end of your next turn.

From Above the Skies

Starting at 15th level, whenever you have advantage on an attack roll, you can reroll one of the dice once.

Efreeti

Through ember-sheathed blades and crimson flames, the efreeti are said to carve through their enemies with ease. Even amongst the genies, the martial efreeti are known for their effectiveness with both sword and spell. Thankfully, their kind seem to have little ambition to conquer the Material Plane.

Aspect Spells

You gain aspect spells at the warrior-sage levels listed.

Aspect Spells
Warrior-Sage Level Spells
3rd burning hands, chromatic orb
5th enlarge/reduce, scorching ray
9th haste, protection from energy
13th fire shield, wall of fire
17th conjure elemental (fire elemental only), dominate person

Wishmaker

Starting at 3rd level, you gain the wishmaker ability (detailed in the Dao aspect description.)

Ember Wall

You may spend will points from the wishmaker ability to burn your foes and hamper their movements. At 3rd level you may, as an action during your turn, choose a five-foot square within 60 feet of you that you can see and spend at least one will point. You may create 10-foot high pillars of flame in a 15-foot wide cube or a 25-foot line with the targeted square in the center of either formation. A creature who starts their turn in the area, or enters the area for the first time in a turn, must make a Dexterity saving throw against your spellcasting save DC or take 1d6 fire damage per will point spent in this way.

The pillars of flame last for two rounds. You may spend up to one will point per point of proficiency bonus whenever you use this ability.

Hand of Brass

At 3rd level, whenever you wield a two-handed melee weapon, or a versatile weapon in both hands, you get a +1 bonus to damage rolls with that weapon.

Obsidian Advocate

Starting at 7th level, you may cast the fire bolt cantrip as a bonus action. You also learn the fire bolt cantrip if you do not already know it.

You may cast fire bolt as a bonus action once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

Ignan Mastery

At 10th level, you gain resistance to fire damage. In addition, whenever you deal fire damage, you overcome resistance (but not immunity) to that damage type.

From Within the Flames

Whenever you deal fire damage to a creature with a weapon attack, you may force that creature to make a Constitution saving throw against your spellcasting save DC. A creature with fewer than half of their maximum hit points remaining makes this save with disadvantage. A creature that fails this save takes 2d6 fire damage at the start of each of their turns. At the end of each of their turns, that creature may make a new saving throw against this effect, ending it on a success.

You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

art by Marta Nael
copyright Wizards of the Coast

Marid

Genies may be wondrous to behold, but few are as enigmatic or as potentially bizarre as the marids. Their mastery of watery depths is second to none, with both their coral fortresses and minds being all but unassailable. Their skill often lies in controlling the battlefield from a distance before closing in on the remnants of their enemies.

Aspect Spells

You gain aspect spells at the warrior-sage levels listed.

Aspect Spells
Warrior-Sage Level Spells
3rd armor of agathys, create or destroy water
5th hold person, mirror image
9th sleet storm, water walk
13th control water, ice storm
17th cone of cold, seeming

Wishmaker

Starting at 3rd level, you gain the wishmaker ability (detailed in the Dao aspect description.)

Clutch of the Sea

You may spend will points from the wishmaker ability to stymie your foes. At 3rd level, as an action during your turn, you may choose a creature within 60 feet of you that you can see and spend at least one will point. That creature must make a Wisdom saving throw against a DC of 8 + two times the number of will points spent in this way. On a failure, that creature suffers the effects of the slow spell, except they are the sole target, and you do not need to concentrate to maintain this ability. An affected creature may roll a new Wisdom saving throw at the end of each of their turns, ending the effect on a success.

You may spend up to one will point per point of proficiency bonus whenever you use this ability.

Lord of the Trident

At 3rd level, whenever you wield a weapon with the thrown property, its range is increased to 30/90 at minimum, and you gain a +1 bonus to attack rolls with that weapon.

Tidal Throw

Starting at 7th level, you may, as an action during your turn, throw your weapon with a surge of water to accompany it. Each creature in a 60-foot, 5-foot wide line emanating from you must make a Dexterity saving throw against your spellcasting save DC. On a failure, a creature takes 4d6 damage of the same damage type as the thrown weapon, and if it is Huge sized or smaller, it gets pushed 20 feet away from you and is knocked prone. On a success, a creature takes half damage, but is neither pushed nor knocked prone.

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art by Sergio Saleiro

You may use this ability twice, and recover any expended use upon completion of a long rest.

Aquan Fury

At 10th level, you gain resistance to cold damage. In addition, whenever you deal bonus damage to a creature with your planar weapon ability, you may choose another creature within 5 feet of the original target. That creature takes damage equal to your proficiency bonus. The damage dealt is the same damage type as the triggering bonus damage.

From Beyond the Depths

Starting at 15th level, whenever you hit a creature with a melee or thrown weapon attack, you may force that creature to make a Strength saving throw against your spellcasting save DC. On a failure, that creature takes extra weapon damage as though critically hit, and is knocked prone.

You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

In addition, you always have advantage on attack rolls against creatures with the prone condition, even if you are not within 5 feet of them.

Warrior-Sage Spell List

1st Level
  • Burning Hands
  • Color Spray
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Fog Cloud
  • Identify
  • Illusory Script
  • Silent Image
  • Sleep
  • Thunderwave
  • Unseen Servant
2nd Level
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Enlarge/Reduce
  • Heat Metal
  • Invisibility
  • Knock
  • Levitate
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Shatter
3rd Level
  • Blink
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Fly
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Protection from Energy
  • Sending
  • Slow
  • Tongues
4th Level
  • Banishment
  • Conjure Minor Elementals
  • Dimension Door
  • Fabricate
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
5th Level
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Legend Lore
  • Passwall
  • Planar Binding
  • Teleportation Circle

art by RicardoRiveraillus

Genie Cohorts - Miscellany

Challenge Rating for Genies

The following challenge ratings are based on the Monster Statistics by Challenge Rating table on page 274 of the Dungeon Master's Guide. Note that the below numbers were calculated without accounting for equipped magic items.

As a point of reference: The average level 20 player character may have a CR around 12-14 depending on the character's build and magic items, and can become higher still when using an optimized build and powerful items.

Cohort Level Recommended CR
1 1/4
2 1/2
3 1
4 2
5 2
6 3
7 3
8 3
9 4
10 4
11 5
12 6
13 6
14 7
15 7
16 7
17 8
18 9
19 10
20 11

Roleplaying as a Genie

Genies vary widely in disposition, but all are known for their strength, tenacity, and the lore they have gained through countless stories. For a typical Dao or Efreeti, their tales are likely to be wrought with propaganda and posturing without end. A Marid would be just as expected to exaggerate for the sake of self-promotion alone. A Djinni, on the other hand, can usually be relied upon to tell the truth... with a little artistic license.

Genies found on the Material Plane are, in a sense, anomalies amongst their peoples. Some genies are famously sealed away in magical artifacts, waiting patiently through the ages for a worthwhile master. Other genies travel the planes willingly. These travellers search for new tales to add to their personal legacies, rather than waiting for the stories to come to them.

Friend or Foe

When considering your genie's background, it may be best to start with the most obvious question- is your genie bound to a given party, or did they join willingly? Having an evil genie tied to an artifact would be one way to include a manipulative, conniving character to a party without giving them enough freedom to act fully on their urges. The tension of an evil-- perhaps even profoundly so-- companion without most of the risk can create unique roleplaying opportunities not found in other campaigns.

At the same time, if a neutral or even good genie is forced to act against their will, the implications can also be rather profound. If the character with the genie's artifact is not evil themselves, then how they justify keeping the genie bound may prove a question worth asking.

That said, a bound genie may prove difficult to portray effectively or in a fun way, depending on the party's makeup. Having a free genie, a bound genie as a sidekick... or the unexpected freedom of a bound genie through a plot twist... may be unique alternatives.

Across the Planes

Plane-travelling genies are the exception rather than the norm. It is worth considering not only why your genie (or warrior-sage) travels, but why and how they came to arrive at a given campaign's location (whether it be the Material Plane or elsewhere).

Of course, the Material Plane is the congregating point of many peoples and civilizations, and that alone could prove a fascinating landing point for any genie. However, it is just as likely that a specific destination drew your attention. The rumored location of a powerful artifact could bring in visitors from across the planes. Or a local watering hole might have a reputation worth investigating (especially for those who trade tales for a living).

If the campaign in question takes place outside your home elemental plane, who sent you (assuming you do not act alone) may prove just as relevant as the "how" and the "why". Dao often act on their own whims, but Efreeti constantly aim to gather intelligence about their foes-- which make up most of the non-Efreeti that they encounter. Djinni may seek diplomatic relations (or just old-fashioned friendship) and Marids, too, would be without an audience if left on their own.

A last point-- even a bound genie ends up where they are for a reason. If your genie is tied to an artifact, were they imprisoned as a punishment, or as the result of a ruthless mage? In either case, what was the backstory of the one who captured you? Both questions might add another layer to your character should you prefer it.

Credits

Cover Art by Ayu Marques (https://www.artstation.com/ayu)
Page 2 Art by MihaiRadu (https://www.deviantart.com/mihairadu)
Page 3 Art by Simon Pape (https://www.artstation.com/simonpape)
Page 4 Art by Magdalena Katańska (https://www.artstation.com/magdalenakatanska)
Page 6 Art by Sean Randolph (https://www.artstation.com/seanrandolph)
Page 8 Art by Will O'Brien (https://www.artstation.com/willobrien)
Page 9 Art by Jason Strutz (https://www.artstation.com/strutzart)
Page 10 Art by Marta Nael (https://www.artstation.com/martanael)
Page 11 Art by Sergio Saleiro (https://www.artstation.com/sergiosaleiro)
Page 12 Art by RicardoRiveraillus (https://www.deviantart.com/ricardoriveraillus)
Page 14 Foreground Art by YamaOrce (https://www.deviantart.com/yamaorce)
Page 14 Background Art by Ari-Matti Toivonen (https://www.artstation.com/wuggy)
Back Cover Art by Noah Bradley (https://www.deviantart.com/noahbradley)
Watercolor stains by Jared Ondricek (https://watercolors.giantsoup.com/xgte/xgte
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Additional note: Back Cover Art- copyright Wizards of the Coast

May Your

Sidekick

Prove Worthy

Creature Cohorts were created by me, Mister_Thr33, and were inspired by Tasha's Cauldron of Everything as well as the 3rd Edition supplement Savage Species

'Creature Cohorts' is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Special thanks to the r/unearthedarcana and r/dndhomebrew subreddits for their input and inspiration

No magic lamps were sprung loose in the making of this document

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