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 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.