The Genie Revised

by Tatarius

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Patron: The Genie


  • You have made a pact with one of the rarest kinds of
  • genie, a noble genie. Such entities rule vast fiefs on the
  • Elemental Planes and have great influence over lesser
  • genies and elemental creatures. Noble genies are varied
  • in their motivations, but most are arrogant and wield
  • power that rivals that of lesser deities. They delight in
  • turning the table on mortals, who often bind genies into
  • servitude, and readily enter into pacts that expand their
  • reach.

  • You choose your patron's kind or determine it randomly,
  • using the Genie Kind table.

  • Original Source: Tasha's Cauldron of Everything
Genie Kind
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Patron Spell List


  • Each Patron has a list of spells—its patron spells—that
  • you gain at the warlock levels 1st, 3rd, 5th, 7th, 9th and
  • 17th. These spells are known so long as you are within
  • good standing with your patron. If you have a patron spell
  • that doesn’t appear on the warlock spell list, the spell
  • is nonetheless a warlock spell for you. Summon
  • Elemental's Elemental type must match your Genie Kind's
  • Element. You may cast Wish or your 17th level Mystic
  • Arcanun per long rest but not both.

The Genie Patron Spells
Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st Sanctuary Shield Thunderwave Burning Hands Create or Destroy Water
2nd Misty Step Spike Growth Invisibility Scorching Ray Rime's Binding Ice
3rd Sending Slow Lightning Bolt Fireball Sleet Storm
4th Summon Elemental Stone Shape Greater Invisibility Wall of Fire Control Water
5th Creation Wall of Stone Destructive Wave Flame Strike Cone of Cold
9th Wish -- -- -- --

Genie's Vessel


  • Also at 1st level, your patron gifts you a magical vessel
  • that grants you a measure of the genie's power. The
  • vessel is a Tiny object, and you can use it as a spellcasting
  • focus for your warlock spells. You decide what the object
  • is, or you can determine what it is randomly by rolling on
  • the Genie's Vessel table.
Genie's Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered Bottle
5 Hollow Statuette
6 Ornate Lantern

  • While you are touching the vessel, you can use it in the
  • following ways:
    Bottled Respites: As an 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 hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, 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 remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
    Genie's Wrath: Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). At 10th level, you may perform Genie's Wrath twice during each of your turns when you hit with an attack roll.

  • The vessel's AC equals your spell save DC. Its hit points
  • equal your warlock 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 receive a replacement from your
  • patron. 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.


Elemental Gift


  • At 6th level, you begin to take on characteristics of your
  • patron's kind. You now have resistance to a damage type
  • determined by your patron's kind: bludgeoning and
  • poison (dao), thunder and lightning (djinni), fire and
  • radiant (efreeti), or cold and acid (marid).

  • In addition, as a bonus action, you can give yourself a
  • flying speed of 30 feet that lasts for 10 minutes, during
  • which you can hover. You can use this bonus action a
  • number of times equal to your proficiency bonus, and you
  • regain all expended uses when you finish a long rest.

Sanctuary Vessel


  • At 10th level, when you enter your Genie's Vessel via the
  • Bottled Respite feature, you can now choose up to a
  • number of other willing creatures equal to your
  • proficiency bonus 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.

  • In addition, anyone (including you) who remains within
  • the vessel for at least 10 minutes gains the benefit of
  • finishing a short rest, and anyone can add your
  • proficiency bonus to the number of hit points they regain
  • if they spend any Hit Dice as part of a short rest there.

  • Furthermore, when creatures finish a short or long rest
  • within your Genie Vessel, they gain a number of
  • temporary hit point's equal to your warlock level + your
  • Charisma modifier.

Limited Wish


  • At 14th level, you entreat your patron to grant you a small
  • wish. As an action, you can speak your desire to your
  • Genie's Vessel, requesting the effect of one spell that is
  • 6th level or lower and has a casting time of 1 action. The
  • spell can be from any class's spell list, and you don't need
  • to meet the requirements in that spell, including costly
  • components: the spell simply takes effect as part of this
  • action.

  • Once you use this feature, you can't use it again until you
  • finish 1d4 long rests.

 

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