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## Sorcerous Origin Sorcerers have the following Sorcerous Origin option in addition to those found in the *Player's Handbook*. ### The Noble Genie Your innate magic comes from the primordial essence of the Elemental Planes. Your bloodline is one that is connected to, or has the potential to rise to the rank of, a noble genie. These creatures are the rarest and most powerful of their kind, a spirit that is infused with cosmic levels of power and influence. Genies who have risen to nobility often aim to achieve ultimate greatness, splendor, and the reverence of all beings, especially other genies. Though noble genies aren't gods, they feel deserving of such veneration from their servants. They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur. ##### Restriction: Genasi Only Genasi, being born of the elemental planes, are the only race capable of being connected closely enough, in body and spirit, to genies to rise to the form of a true Noble Genie. #### Noble Genie Spells Starting at 1st level, your noble lineage grants you access to rare and exotic magics. You learn additional spells when you reach certain levels in this class, as shown on the Noble Genie Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. ##### Noble Genie Spells | Spell Level |Spells| |:----:|:-------------| | 1st | *absorb elements, unseen servant* | | 2nd | *silence, rope trick* | | 3rd | *create food and water, dispel magic* | | 4th | *find greater steed**, *freedom of movement* | | 5th | *circle of power, legend lore* | **You can only select to summon a Magic Carpet (see game statistics below) when casting find greater steed as a sorcerer spell.*
#### Planar Delegate In your travels to exotic lands you have learned how to make connections and command attention in order to to build your influence. At 1st level, you learn three languages of your choice (each of which can be replaced with proficiency with a musical instrument), you gain proficiency in the persuasion and insight skills, and you learn the thaumaturgy cantrip, which counts as a sorcerer spell for you and does not count against the number of cantrips you know. Additionally, whenever you make a charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check. \columnbreak
> ##### Variant: Constitution Spellcasting > The DM may permit a sorcerer of this origin to use Constitution, instead of Charisma, as a spellcasting ability. This is recommended because Genasi use constitution as their spellcasting ability for their natural spells (a fact unique to this race, I believe) and the sorcerer class is generally tied to drawing on one's internal power. #### Aristocratic Assurance At 6th level, you've grown more confident in your birthright and destined station. Once per turn, if you miss an attack roll or fail an ability check or saving throw, you can spend a hit die to roll it and add the result as a bonus to the roll. You do not heal from hit dice spent in this way. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. #### Genie Form At 14th level, you gain the power to take on the form of a proper genie. As an action, you can transform your appearance. You glow with a faint hue that reflects your particular elemental plane of origin and a mass of swirling elemental energy encases the lower half of your body. While in this form, you are immune one damage type of your choice found on the Genasi Immunity table below and gain a flight (hover) speed equal to your walking speed. You remain in this form until you're incapacitated, you die, or you dismiss it as a bonus action.
\pagebreakNum ##### Genasi Immunity |Genasi Type |Associated Damage Type| |:----:|:-------------| | Air | lightning or thunder | | Earth| acid or poison | | Fire | fire or radiant | | Water | acid or cold | #### Noble Ascension You have risen to the full potential of a true Noble Genie, now commanding the power to bend reality to grant wishes to those who would earn your favor. Starting at 18th level, you can grant one to three wishes to another creature that also isn't a genie. Once you've granted three wishes to a single creature, you cannot grant wishes in this way again until a year has passed. Additionally, you can only expend your limit of wishes on a specific creature once in that creature's existence. When you grant a wish, you use your action to produce the effect of the *wish* spell without spending a spell slot, and you do not suffer stress (as described in the spell). You cannot grant a wish in this way again until you complete a long rest. Additionally, if you are charmed by a creature, bound in chains, or trapped in any kind of magical container (such as an *iron flask*), a creature who is aware of your powers can try to make you fulfill its wish against your will. The creature uses its action to speak the wish and you make a Charisma saving throw (DC 20). On a success, nothing happens and that creature cannot demand a wish from you again until after you've completed a long rest. On a failure, you are compelled to grant the wish on your next turn.
> Created by EverydayEnthusiast > ##### Art Credits > - Djinn - from 5e Monster Manual copyright Wizards of the Coast > - 4 Genies - art by Jasper Ejsing copyright Paizo Publishing LLC. \columnbreak ___ > ## Magic Carpet >*large construct, chaotic good* > ___ > - **Armor Class** 14 > - **Hit Points** 51 (7d10 +13) > - **Speed** fly (hover) 90 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|16 (+3)|10 (+0)|12 (+2)|10 (-0)| >___ > - **Skills** Stealth +8 > - **Damage Vulnerabilities** magical slashing > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, poisoned > - **Senses** blindsense 60 ft. (blind beyond this radius) > - **Languages** understands the languages its creator knows, but cannot speak > - **Challenge** 3 700 XP) > ___ > > ***Damage Transfer***. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. > > ***False Appearance***. While the carpet remains motionless, it is indistinguishable from a normal carpet. > > ### Actions > > ***Tassle Whip.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage > > ***Smother.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one medium or smaller creature. *Hit:* The creature is grappled (escape DC 12). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug cannot attack another target. In addition, at the start of each of the target's turns, the target takes 9 (2d6 +2) bludgeoning damage.