Walock - The Noble Genie
The Noble Genie
Your pact is one that has been made by legendary
advisors, philosophers, and tale-spinners of the desert
lands, known throughout the land of Zakhara as sha’irs.
Your patron is a noble genie, a creature whose spirit is
infused with the primordial essence of the Elemental
Planes. These creatures are the rarest and most powerful
of their kind. They aim to achieve ultimate greatness,
splendor, and the reverence of all beings.
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.
The Noble Genie Features
Warlock Level Features
1st Expanded Spell List, Noble Patronage,
Gen Vizier
6th Bargain of Power
10th Elemental Attunement
14th Genie Form
Expanded Spell List
The Noble 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.
Sha'ir Expanded Spells
Spell Level Spells
1st chromatic orb, shield
2nd flaming sphere, Maximillian’s earthen grasp
3rd lightning bolt, sleet storm
4th conjure minor elementals, elemental bane
5th far step, planar binding
Noble Patronage
At 1st level, your patron grants you the ability to speak
Primordial. You also gain advantage on Intelligence
(Arcana) checks made to identify portals to elemental
planes and magical inscriptions or items created by other
sha’irs, their patrons, or other genie-kind.
Additionally, you choose the one of the four types of
noble genie to be your patron as shown on the Noble
Genie Patrons table below. Your choice determines
several of your class features as you gain level.
Noble Genie Patron
Genie Type Damage Type
Dao (Earth) Poison
Djinni (Air) Lightning
Efreeti (Fire) Fire
Marid (Water) Cold
Gen Vizier
At 1st level, your patron assigns a lesser genie, a gen,
to accompany you during your travels. The type of gen
is dependent upon your patron’s genie type as defined
on the Noble Genie Patron table. Your gen vizier isn’t
required to obey your commands, although it usually tries
to the best of its ability, and doesn’t participate in combat.
You gain the following benefit from your gen vizier.
Spell Fetching. You can send your gen to find and
retrieve the knowledge of an additional spell you don’t
know. The spell must be of a level you can cast and can
be from any class spell list. As a bonus action, you can
request a spell for your gen to retrieve and it returns in a
number of rounds equal to 1d12 minus your Charisma
modifier (minimum of 1).
When the gen returns, it immediately imparts the spell
knowledge to you at the beginning of your turn, which
you can then cast normally by expending a spell slot. If
you don’t cast the spell within two rounds of receiving it,
the spell knowledge disappears, and you can’t use this
feature again until you finish a long rest.
You can use this feature twice between long rests at 6th
level and three times between long rests at 14th level.
Gen Familiar
A warlock who attains the Pact of the Chain at 3rd level
can choose their gen as their familiar. See appendix A
for the stat blocks of each gen type.
Bargain of Power
At 6th level, your gen vizier’s familiarity with other beings,
the magic they possess, and their desires speed its
retrieval of the magic you desire. The dice for your Spell
Fetching feature turns into a d10. At 14th level, it turns
into a d8.
Additionally, you can expend one of these die, to gain
advantage on a Charisma (Intimidation or Persuasion)
check.
Elemental Attunement
At 10th level, you become more attuned to the primordial
realm of your patron. You have resistance to the damage
type defined by the Noble Genie Patron table. Also,
whenever you cast a spell that deals damage of the
type defined by the Noble Genie Patron table, add your
Charisma modifier to that damage (minimum of 1).
Genie Form
At 14th level, you can merge with yourself with your gen
vizier to assume the form of an aspect of your genie patron.
Using your action, you undergo a transformation. For 1
minute, you gain the following benefits.
• You gain flying speed equal to your walking speed.
• You gain resistance to slashing, bludgeoning, and
piercing damage from nonmagical attacks.
• You gain advantage to saving throws versus magical
spells and effects.
• While this feature is active, the damage dealt by your
eldritch blast changes to the damage type defined
by your Noble Genie Patron table. In addition, the
damage dealt by this spell can’t be reduced by a target’s
resistances or immunities.
After you use this feature, you must finish a long rest
before you can use it again.
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