Jinni (5A)
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This is a Bogeyman subclass.
Towering over the scorching desert, the huge ifrit chased the bandits off with gout after gout of searing flame. Seeing them disappear over the nearest dune, he returned to the scattered caravan. "Oh princess of delights, whose face shines like the moon, allow this humble servant to securely Convery you!"
Fairytale creatures of elemental power, Jinni (also known as Genies) are spirits in humanoid shape with magical powers to frighten and delight. Less sinister than many boogiemen, a jinni still inspires fear in common folk, but heroes and gentlefolk can deal with them as equals.
Source: Original.
Jinni Nature
At 1st level when you choose this subclass, your creature type becomes elemental. You must determine an elemental affiliation, choosing one or rolling randomly:
Jinni Kind (d4)
- Dao (Earth)
- Djinn (Air)
- Efreet (Fire)
- Marid (Water)
All jinni have a shape similar to half-elves, with humanoid bodies and slightly pointed ears. Jinni may be bald or have impressive amounts of head hair, and when they get emotional, their element manifests in their appearance or above their heads. A jinni cannot conceal their monstrous nature, their elemental effects are always perceptible at close range and more so as the jinni becomes emotional. A Jinni does not need to eat or breathe, but enjoys food and other earthly pleasures. Beyond this, each kind of jinni has their own distinctive traits.
Dao (earth jinni) are a rich brown or the color of local stone, with dark hair and eyes that sparkle like gems. They love precious stone but also things that grow on the earth; fruit, flowers and exotic woods. They have resistance to thunder damage. Their Dark Strike inflicts thunder damage.
Djinn (air jinni) hive blue or cloud-colored skin and hair of the same range but contrasting against their skin. Their hair drifts behind them and they might leave whisps oof mist in their wake. They enjoy scents, perfume, and light wafts of incense. They have resistance to lightning damage and their Dark Strike inflicts lightning damage.
Efreet (fire jinni) have brick-colored skin and black hair and some have horns or even tails. Their eyes appear to burn with an inner fire. They enjoy strong wine, incense, and smoking. They have resistance to fire damage and their Dark Strike inflicts fire damage.
Marid (water jinni) have deep blue or blue-green skin and white hair that resembles sea surf. Their hair moves even when they stand still, and they smell of salt. They love wine, lemonades, and exceptionally pure water. They have a swim speed equal to their land speed, resistance to cold damage, and their Dark Strike inflicts cold damage.
Jinni's Vessel
At 1st level, your gain a magical vessel that serves as your abode and a hiding place to avoid creating a panic. The vessel is a Tiny object and must be able to open and close in some way. You decide what the object is, or you can determine what it is randomly by rolling on the Jinni's Vessel table.
Jinni's Vessel (d8)
- Oil lamp
- Urn
- Locket
- Stoppered bottle
- Censer
- Ornate lantern
- Pocket mirror
- Pillbox
The vessel's AC equals your spell save DC. Its hit points equal your boogieman 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 create a replacement. 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.
The jinni vessel has the following effects::
- Bottled Respite: As a bonus action when you touch your vessel, you can magically vanish and enter it. The vessel 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 appointed with cushions and low tables and is a comfortable temperature. While inside, you can speak and sense the area around your vessel as if you were in its space. You can exit the vessel as a bonus action and are forced out 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 remains there until carried out. If the vessel is destroyed every object and creature inside harmlessly appears in the unoccupied spaces closest to the vessel's former space.
- Jinni Home: The extradimensional space inside your Jinni's Vessel is your home plane. If you are forced to your home plane by Banishment or similar effect, you return to your Jinni's Vessel. You are not allowed any subsequent saving throws to escape the effect. You cannot exit the vessel until it is destroyed or another creature takes an action to open it. If you are sent to your home plane while your vessel is destroyed, it instantly reforms and appears in your space.
- Bound Jinni: A creature that holds your vessel can expel you from the extradimensional space as an action and can cast Banishment, targeting only you. The Save DC of this Banishment is 8 + their Proficiency Bonus + their Charisma bonus.
Jinni Spells
At 3rd level you gain the ability to cast spells. Charisma is your spellcasting ability for your janni spells. You use your Charisma whenever a jinni spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a jinni 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
Which spells you can cast depend on what type of jinni you are. On the Jinni Spells table you can see which spells you learn at which level. The "Slot Level" column indicates what level of spell slot you use to cast spells depending on your boogeyman level. This can benefit jinni spells of a lower spell level. Once you learn these spells, you can cast each of them three times, regaining all uses on a long rest. You ignore any material components of these spells.
Boogeyman Level |
Slot Level |
Spells for all Jinni | Dao Spells | Djinni Spells | Efreet Spells | Marid Spells |
3 | 1 | Color Spray | Earth Tremor | Thunderwave | Burning Hands | Ice Knife |
7 | 2 | Phantasmal Force | Spike Growth | Gust of Wind | Blur | Mirror Image |
11 | 3 | Create Food and Water | Erupting Earth | Lightning Bolt | Fireball | Tidal Wave |
15 | 4 | Elemental Bane | Stone Shape | Greater Invisibility | Fire Shield | Control Water |
20 | 5 | Creation | Wall of Stone | Seeming | Skill Empowerment | Bigby's Hand |
Elemental Resistance
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Jinni's Movement
At 7th level you gain a movement ability appropriate to your element.
- A dao gains burrowing speed equal to your land speed. You can burrow through earth or sand, but not through clay or stone. While burrowing, the dao has tremorsense.
- A djinn gains a fly speed equal to twice their land speed.
- An efreet gains a fly speed equal to their land speed and can hover.
- A marid gains a swim speed equal to twice their land speed.
Sanctuary Vessel
At 11th level the extradimensional space inside your Jinni's Vessel grows into a 40 feet column 40 feet high. When you enter your Jinni'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.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
Planar Vagabond
At 15th level you can cast Plane Shift three times per day.
Grant Wish
When you reach 20th level, you can use an action to give a willing ally within 15 feet the ability to cast the Wish spell once. If the wish is used for anything other than duplicating another spell, the user (not you) risks losing the ability to ever use a Wish spell again, as outlined in the spell. You cannot cast this spell yourself, not can you or anyone else control what those granted the power Wish for, even if they are charmed or otherwise controlled or coerced. NPCs given a wish likely behave according to their alignment: lawful creatures will refuse the wish except in an immediate need, chaotic creatures will use the wish frivolously, while creatures that are neither lawful or chaotic will use it for their own ends. You can grant three wishes, regaining the ability at the end of a long rest.
Designer's Comments
Obviously based on the Genie warlock patron. The ability to grant wishes is balanced by the fact that the wisher may lose the ability to ever wish again.