Warlock Patron: The Genie

by stuntmantan

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Otherworldly Patron

The Genie

Your patron is an ancient elemental spirit, either a dao, djinn, efreet, marid, or another similarly powerful being. These spirits are often bound to the mortal world by seemingly mundane objects, forcing them to serve those that control their prison. However, they are mischievous by nature, and can twist the interpretations of commands they are given if they dislike their current master. Making a pact with an entity like this ensures some rules and formality to the relationship, but one should always take great care in how the terms of such an deal is precisely worded.

Expanded Spell List

The genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Genie Expanded Spells
Spell Level Spells
1st absorb elements, chromatic orb
2nd dragon's breath, spiritual weapon
3rd elemental weapon, protection from energy
4th conjure minor elementals, fabricate
5th Bigby's hand, conjure elemental
























Art by Connor Sheehan
Vasti SOA Concept Art

Elemental Specialty

Starting at 1st level, choose an element: acid, cold, fire, lightning, poison, or thunder. You gain resistance to the chosen element's damage type, and whenever you cast a spell that deals force damage, it deals damage of your chosen element's type instead.

Elemental Knowledge

At 6th level, you can add up to 3 spells or cantrips from any class to your spell list if they deal damage of your chosen element's type. They count as warlock spells for you. The cantrips control flames, gust, mold earth, or shape water are also valid choices.

Elemental Aura

At 10th level, you can extend your elemental prowess to your allies in combat. As an action, you can expend a spell slot to create an aura of elemental energy centered on yourself that extends for 30 feet. While within this aura, whenever an allied creature makes an attack or casts a spell that deals damage, you may have that attack or spell deal an additional 2d6 damage of your chosen element's type. This aura lasts for up to 1 minute, or until you dismiss it as a bonus action.

Elemental Mastery

At 14th level, your ability to wreak destruction reaches new heights. When you cast a spell that deals damage of your chosen element's type, you can reroll the spell's damage dice and use either total. Additionally, the spell deals double damage to objects and structures, and the spell ignores resistance to that damage type.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Alternate Familiar

If you choose the Pact of the Chain boon at 3rd level, you can have your familiar take the form of any Small elemental creature with a CR no greater than 1/2.

 

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