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# Demi-Genie Demi-genies, born from the enchanting bond between humans and genies, step into the world as a captivating fusion of mortal and mystical essence. These remarkable beings inherit their elemental powers and magical traits from their genie lineage, Demi-Genjes are often the created through moments of deep connection or fulfilled wishes. Like their full-blooded counterparts, when their journey draws to a close, demi-genies depart with a burst of their elemental essence, leaving behind a gemstone as a poignant reminder of their existence. Adorned with ancient runes in the genie's language, these gemstones hold instructions for their return to their genie parent, promising a meaningful reward. Thus, the legacy of the demi-genies endures, weaving tales of magic and destiny, leaving behind whispers of awe and curiosity in their wake. ## Demi-Genie traits ### * Creature type: Humanoid and Elemental * Ability score increase: Constitution: +2 * Size: Medium, 5 to 6 feet, and weights are different for each Demi-Genie * Age: Demi-Genies can live up to 1000 years old and they mature around the same age as humans. ### Demi-Genie Abilities * Elemental whirlwind: As a bonus action, you can have a whirlwind of your element engulf you legs. you can hover up to 5ft off the ground and over liquids but can't end your turn over them, you are immune to nonmagical difficult terrain but you are not immune to fall damage. The whirl wind last 10min and you can use this proficiency times per day. regaining all uses on a long rest. Once you drop to 0 hit points you fall to the ground. * Darkvision: You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light. You discern colours in the darkness only as shades of gray. ### Subraces ### Demi-Dao abilities & traits * Ability score increase: Strength: +1 * Weight: 240 to 300 pounds * Earth glide: As a bonus action, you part the earth around you letting you glide through it, you gain a burrow speed equal to half your walking speed. This lasts until the end of your next turn. If you don't exit the ground, you can bonus action to refresh, but this will expend another use. * Terra fortitude: You have resistance to non-magical bludgeoning damage. * Stone to stone: You have advantage in saves against being petrified. * Command to earth: At 3rd level you can cast the Maximillian's Earthern Grasp spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spell casting ability for this spell. * Languages: Common and Terran * Alignment: Dao are ordered by themselves and usually only help if they have something to gain. They are extremely greed and can be bribed easily this trait doesn't always pass on but playing by by their own rule's trait is passed onto you their children which are usually neutral aligned. ### Demi-Djinni abilities and traits * Ability score increase: Charisma +1 * Weight: 20 to 80 pounds * Empowered whirlwind: As an action, you can empower your whirl wind suspending you up to 30ft in the air for 10min. The fly speed is equal to your walking speed. You can use this feature once per long rest. * Cloud's endurance: You have resistance to lightning damage. * Air cushion: If you fall more then 15ft the fall damage is halved. * Speak with the wind: At 3rd level you can cast the Gust if Wind spell once with this trait, requiring no material components, and you regain the ability to cast it when you finish a long rest. Constitution is your spell casting modifier for this spell. * Languages: Common and Auran * Alignment: Djnni don't play by anyone's rules and are fun, chaotic creatures. This fun-loving nature is passed onto their children which are usually also chaotic. ### Demi-Efreeti abilities and traits * Ability score increase: Intelligence +1 * Weight: 160 to 220 pounds * Infernal resilience: You have resistance to fire damage. * Efreeti weapon training: You have proficiency with the glaive, longsword, scimitar, and whip. * Savage flames: When you score a critical hit with melee attack, you can roll one of the weapon's damage dice and deal fire damage equal to the dice rolled. * Converse with embers: At 3rd level you can cast the Flame Blade spell once with this trait, requiring no material components, and you regain the ability to cast it when you finish a long rest. \pagebreak ### Demi-Marid abilities and traits * Ability score increase: Wisdom +1 * Weight: 200 to 260 pounds * Aqua jets: You can end your turn above liquids and as an action, your legs get engulf with a water empowered whirlwind suspending you up to 60ft in the air for 10min well above liquids. The flu speed is equal to your current walking speed. You can use this feature one per short or long rest. * Deep sea dweller: You are resistant to cold damage, you can survive in deep sea pressure. * You can breathe air and water * Guidance of the waves: At 3rd level you can cast the Snilloc's Snowball Swarm (flavoured to be extremely heavy rain and the damage is now bludgeoning) spell once with this trait, requiring no material components, and you regain the ability to cast it when you finish a long rest. Constitution is your spell casting ability for this spell. * Languages: Common and Aquan * Alignment: Marids usually have self-instilled rules and look out for them self's they also think they are superior to all other life forms aside from gods. Their children usually have the sane mentality. Usually being neutral alignment.