Difference between revisions of "Jinni (5A)"

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<noinclude>{{5A}}</noinclude>
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<noinclude>{{5A}}</noinclude>{{wip}}
 
This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
 
This is a [[Bogeyman_(5A)|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!"
+
''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 escort 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.
 
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.
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Source: Original.
 
Source: Original.
  
 +
== Subclass Features ==
 
=== Jinni Nature ===
 
=== Jinni Nature ===
 
At 1st level when you choose this subclass, your creature type becomes elemental.  
 
At 1st level when you choose this subclass, your creature type becomes elemental.  
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# Marid (Water)
 
# Marid (Water)
  
All jinni have a shape similar to half-elves, with humanoid bodies and slightly pointed ears.  
+
You keep the general shape and abilities of your selected race but different coloration.  
Jinni may be bald or have impressive amounts of hair, and when they get emotional, their element manifests in their appearance or above their heads.
+
You may be bald or have impressive amounts of hair, and your element manifests around you.
A jinni cannot entirely conceal their monstrous nature, their elemental effects are always perceptible at close range and more so as the jinni becomes emotional.
+
You cannot conceal your elemental nature, your elemental effects are always perceptible at close range and even over a distance as you becomes emotional.
Jinni's Vessel is a very useful ability to conceal their presence.
+
You do not need to eat or breathe, but still enjoy food and other earthly pleasures.
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.  
Beyond this, each kind of jinni has their own distinctive traits.
 
  
 
'''Dao (earth jinni)
 
'''Dao (earth jinni)
 
are a rich brown or the color of local stone, with dark hair and eyes that sparkle like gems.  
 
are a rich brown or the color of local stone, with dark hair and eyes that sparkle like gems.  
They love owning and handling precious stone but also things that grow on the earth; fruit, flowers and exotic woods.
+
They love precious stone but also things that grow on the earth; fruit, flowers and exotic woods.
They have resistance to cutting damage.
+
As a dao you have resistance to thunder damage and your Dark Strike inflicts bludgeoning damage.
Their Dark Strike inflicts force damage.
 
  
 
'''Djinn (air jinni)
 
'''Djinn (air jinni)
hive blue or cloud-colored skin and hair of the same range but contrasting against their skin.
+
have blue or cloud-colored skin and hair of of a contrasting color within the same range.
Their hair drifts behind them and they might leave whisps oof mist in their wake.  
+
Their hair drifts behind them and they might leave whisps of mist in their wake.  
They enjoy scents, perfume, and light wafts of incense.
+
They enjoy music, scents, and perfume.
They have resistance to lightning damage and thunder and their Dark Strike inflicts thunder damage.
+
As a djinn you have resistance to lightning damage and your Dark Strike inflicts piercing damage.
  
 
'''Efreet (fire jinni)
 
'''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.  
+
have brick-colored skin and black hair and some have horns or even tails. Their eyes burn with an inner fire.  
They enjoy strong wine, incense, and smoking.
+
They enjoy strong alcohol, incense, and smoking.
They have resistance to fire damage and their Dark Strike inflicts fire damage.
+
As an efreet you have resistance to fire damage and your Dark Strike inflicts slashing damage.
  
 
'''Marid (water jinni)
 
'''Marid (water jinni)
have deep blue or blue-green skin and white hair that resembles sea surf.  
+
have deep blue or blue-green skin and hair the white of sea foam or the black of the deep abyss.  
Their hair moves even when they stand still, and they smell of salt.
+
Their hair moves even when they stand still, and they smell of the sea.
They love wine, lemonades, and particularly pure water.
+
They love wine, lemonades, and exceptionally pure water.
They have resistance to acid and cold damage and their Dark Strike inflicts force damage.
+
As a marid you have a swim speed equal to your land speed, resistance to cold damage, and your Dark Strike inflicts slashing damage.
  
 
=== Jinni's Vessel===
 
=== Jinni's Vessel===
At 1st level, your gain a magical vessel that serves as your abode. The vessel is a Tiny object. You decide what the object is, or you can determine what it is randomly by rolling on the Jinni's Vessel table.
+
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 (d6) ====
+
'''Jinni's Vessel (d8)
 
# Oil lamp
 
# Oil lamp
 
# Urn
 
# Urn
 
# Locket  
 
# Locket  
 
# Stoppered bottle
 
# Stoppered bottle
# Hollow statuette
+
# Censer
 
# Ornate lantern
 
# 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.
 
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.
 
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.
  
While you are touching the vessel, you can use it in the following ways:
+
The jinni vessel has the following effects::
  
:'''Bottled Respite:''' As a bonus 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 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 stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space.
+
:'''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 [http://dnd5e.wikidot.com/spell:banishment Banishment] or another 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.  
+
:'''Jinni Home:''' The extradimensional space inside your Jinni's Vessel is your home plane. If you are forced to your home plane by [http://dnd5e.wikidot.com/spell:banishment 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 cast [http://dnd5e.wikidot.com/spell:banishment Banishment], targeting only you. The''' Save DC''' of this [http://dnd5e.wikidot.com/spell:banishment Banishment] is 8 + '''your''' Proficiency Bonus + '''their''' Charisma bonus.
+
: '''Bound Jinni:''' A creature that holds your vessel can expel cast [http://dnd5e.wikidot.com/spell:banishment Banishment], targeting only you. The''' Save DC''' is 8 + their  Proficiency Bonus + their Charisma bonus.
 +
As an action they can automatically expel you from the extradimensional space.
  
 
=== Jinni Spells  ===
 
=== Jinni Spells  ===
 
At 3rd level you gain the ability to cast spells.  
 
At 3rd level you gain the ability to cast spells.  
Charisma is your spellcasting ability for your cleric spells. The power of your spells comes from your own elemental nature. 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.
+
Charisma is your spellcasting ability for your jinni spells.  
 +
You ignore any material components of these 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 save DC''' = 8 + your proficiency bonus + your Charisma modifier
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Which spells you can cast depend on what type of jinni you are.
 
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.
 
On the Jinni Spells table you can see which spells you learn at which level.
Once you learn these spells, you can cast each of them as much as you like.
+
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.
You ignore any material components of these spells.
+
Once you learn these spells, you can cast each of them three times, regaining all uses on a long rest.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ '''Jinni  Spells'''
 
|+ '''Jinni  Spells'''
|valign="top"| '''Level''' ||valign="top" | '''Spells for all Jinni ||valign="top" | '''Dao Spells ||valign="top" | '''Djinni Spells ||valign="top" | '''Efreet Spells ||valign="top" | '''Marid Spells
+
|valign="top"| '''Boogeyman <br>Level''' ||valign="bottom" | '''Slot <br>Level ||valign="bottom" | '''Spells for all Jinni ||valign="bottom" | '''Dao Spells ||valign="bottom" | '''Djinni Spells ||valign="bottom" | '''Efreet Spells ||valign="bottom" | '''Marid Spells
 
|-
 
|-
|valign="top" align=center | 3 ||valign="top"|  [http://dnd5e.wikidot.com/spell:detect-evil-and-good Detect Evil and Good] ||valign="top"|  [http://dnd5e.wikidot.com/spell:sanctuary Sanctuary]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:thunderwave Thunderwave]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:burning-hands Burning Hands]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fog-cloud Fog Cloud]  
+
|valign="top" align=center | 3   ||valign="top" align=center | 1 ||valign="top"|  [http://dnd5e.wikidot.com/spell:color-spray Color Spray] ||valign="top"|  [http://dnd5e.wikidot.com/spell:earth-tremor Earth Tremor]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:thunderwave Thunderwave]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:burning-hands Burning Hands]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:ice-knife Ice Knife]  
 
|-
 
|-
|valign="top" align=center | 6 ||valign="top"|  [http://dnd5e.wikidot.com/spell:phantasmal-force Phantasmal Force] ||valign="top"|  [http://dnd5e.wikidot.com/spell:spike-growth Spike Growth]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:gust-of-wind Gust of Wind]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:scorching-ray Scorching Ray] ||valign="top"|  [http://dnd5e.wikidot.com/spell:blur Blur]  
+
|valign="top" align=center | 7  ||valign="top" align=center | 2 ||valign="top"|  [http://dnd5e.wikidot.com/spell:phantasmal-force Phantasmal Force] ||valign="top"|  [http://dnd5e.wikidot.com/spell:spike-growth Spike Growth]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:gust-of-wind Gust of Wind]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:blur Blur]   ||valign="top"|  [http://dnd5e.wikidot.com/spell:mirror-image Mirror Image]
 
|-
 
|-
|valign="top" align=center | 11  ||valign="top"|  [http://dnd5e.wikidot.com/spell:create-food-and-water Create Food and Water] ||valign="top"|  [http://dnd5e.wikidot.com/spell:meld-into-stone Meld into Stone]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:wind-wall Wind Wall]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fireball Fireball]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:sleet-storm Sleet Storm]  
+
|valign="top" align=center | 11  ||valign="top"  align=center | 3  ||valign="top"|  [http://dnd5e.wikidot.com/spell:create-food-and-water Create Food and Water] ||valign="top"|  [http://dnd5e.wikidot.com/spell:erupting-earth Erupting Earth]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:lightning-bolt Lightning Bolt]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fireball Fireball]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:tidal-wave Tidal Wave]  
 
|-
 
|-
|valign="top" align=center | 15  ||valign="top"|  [http://dnd5e.wikidot.com/spell:phantasmal-killer Phantasmal Killer] ||valign="top"|  [http://dnd5e.wikidot.com/spell:stone-shape Stone Shape]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:greater-invisibility Greater invisibility]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fire-shield Fire Shield]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:control-water Control Water]  
+
|valign="top" align=center | 15 ||valign="top"  align=center | 4 ||valign="top"|  [http://dnd5e.wikidot.com/spell:elemental-bane Elemental Bane] ||valign="top"|  [http://dnd5e.wikidot.com/spell:stone-shape Stone Shape]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:greater-invisibility Greater Invisibility]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fire-shield Fire Shield]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:control-water Control Water]  
 
|-
 
|-
|valign="top" align=center | 20  ||valign="top"|  [http://dnd5e.wikidot.com/spell:creation Creation] ||valign="top"|  [http://dnd5e.wikidot.com/spell:wall-of-stone Wall of Stone]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:seeming Seeming]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:flame-strike Flame Strike]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:cone-of-cold Cone of Cold]  
+
|valign="top" align=center | 20 ||valign="top"  align=center | 5 ||valign="top"|  [http://dnd5e.wikidot.com/spell:creation Creation] ||valign="top"|  [http://dnd5e.wikidot.com/spell:wall-of-stone Wall of Stone]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:seeming Seeming]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:skill-empowerment Skill Empowerment]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:bigbys-hand Bigby's Hand]  
 
|}
 
|}
  
=== Jinni's Movement ===
+
=== Elemental Resistance ===
At 6th level
+
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
 
 
=== Elemental Nature ===
 
At 7th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
 
  
 
=== Sanctuary Vessel ===
 
=== Sanctuary Vessel ===
At 15th level your Jinni's Vessel grows into a 40 feet column 40 feet high.  
+
At 7th 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.
 
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.
 +
 +
You can now cast the Jinni Spells you learned at 3rd level as many times as you wish.
  
 
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.
 
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.
 +
 +
=== Elemental Attack  ===
 +
At 11th level you add second damage type appropriate to your element when using Dark Strike.
 +
Add a Dark Strike die of this damage type to the damage of any melee attack you make.
 +
: As a dao your Dark Strike now inflicts additional thunder damage.
 +
: As a  djinn add electricity damage.
 +
: As an efreet add fire damage.
 +
: As a marid you add cold damage to your Dark Strike.
 +
 +
=== Planar Vagabond ===
 +
At 15th level you can cast [http://dnd5e.wikidot.com/spell:plane-shift Plane Shift] three times per day.
  
 
=== Grant Wish ===
 
=== Grant Wish ===
When you reach 20th level, you give a willing ally within 15 feet the ability to cast the [http://dnd5e.wikidot.com/spell:wish Wish] spell.  
+
When you reach 20th level, you can use an action to give a willing ally within 15 feet the ability to cast the [http://dnd5e.wikidot.com/spell:wish 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 again, as outlined in the spell.
+
If the wish is used for anything other than duplicating another spell, the user (not you) risks losing the ability to ever use a [http://dnd5e.wikidot.com/spell:wish Wish] spell again, as outlined in the spell.
You cannot cast this spell yourself, not can you or anyone else control what they wish for, even if they are charmed or otherwise controlled or coerced.  
+
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, the power of the Wish suppresses any such control.
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.
+
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.  
+
You can grant three wishes, regaining the ability at the end of a long rest.
  
 
== Designer's Comments ==
 
== Designer's Comments ==
 
Obviously based on the [[Genie (5A)|Genie warlock patron]].
 
Obviously based on the [[Genie (5A)|Genie warlock patron]].
 
The ability to grant wishes is balanced by the fact that the wisher may lose the ability to ever wish again.
 
The ability to grant wishes is balanced by the fact that the wisher may lose the ability to ever wish again.

Latest revision as of 18:59, 5 January 2024

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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 escort 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.

Subclass Features

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)

  1. Dao (Earth)
  2. Djinn (Air)
  3. Efreet (Fire)
  4. Marid (Water)

You keep the general shape and abilities of your selected race but different coloration. You may be bald or have impressive amounts of hair, and your element manifests around you. You cannot conceal your elemental nature, your elemental effects are always perceptible at close range and even over a distance as you becomes emotional. You do not need to eat or breathe, but still enjoy 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. As a dao you have resistance to thunder damage and your Dark Strike inflicts bludgeoning damage.

Djinn (air jinni) have blue or cloud-colored skin and hair of of a contrasting color within the same range. Their hair drifts behind them and they might leave whisps of mist in their wake. They enjoy music, scents, and perfume. As a djinn you have resistance to lightning damage and your Dark Strike inflicts piercing damage.

Efreet (fire jinni) have brick-colored skin and black hair and some have horns or even tails. Their eyes burn with an inner fire. They enjoy strong alcohol, incense, and smoking. As an efreet you have resistance to fire damage and your Dark Strike inflicts slashing damage.

Marid (water jinni) have deep blue or blue-green skin and hair the white of sea foam or the black of the deep abyss. Their hair moves even when they stand still, and they smell of the sea. They love wine, lemonades, and exceptionally pure water. As a marid you have a swim speed equal to your land speed, resistance to cold damage, and your Dark Strike inflicts slashing 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)

  1. Oil lamp
  2. Urn
  3. Locket
  4. Stoppered bottle
  5. Censer
  6. Ornate lantern
  7. Pocket mirror
  8. 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 cast Banishment, targeting only you. The Save DC is 8 + their Proficiency Bonus + their Charisma bonus.

As an action they can automatically expel you from the extradimensional space.

Jinni Spells

At 3rd level you gain the ability to cast spells. Charisma is your spellcasting ability for your jinni spells. You ignore any material components of these 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.

Jinni 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.

Sanctuary Vessel

At 7th 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.

You can now cast the Jinni Spells you learned at 3rd level as many times as you wish.

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.

Elemental Attack

At 11th level you add second damage type appropriate to your element when using Dark Strike. Add a Dark Strike die of this damage type to the damage of any melee attack you make.

As a dao your Dark Strike now inflicts additional thunder damage.
As a djinn add electricity damage.
As an efreet add fire damage.
As a marid you add cold damage to your Dark Strike.

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, the power of the Wish suppresses any such control. 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.