June 5, 2018

Genie Bloodline

Sorcerous Origin
Comments from the Finger: You know, this one has literally been on my to do list for like two years. It's a good one to get out there!

Genie Bloodline

Genies, the noble and decadent rulers of the Elemental Planes are not born so much as they are spontaneously condensed from primordial energy and elementally-infused souls. Those with djinn or efreet blood running through their veins are therefore a curious anomaly. Do their magical ancestries stem from a shapeshifted genie using exotic magics to bear a mortal child, was one of their ancestors a genie transformed into mortal flesh, or is the origin even more complex? Such considerations are fanciful as they are speculative, for any such magic that could bear a genie's child would be utterly tremendous; of course, legendary djinn are rumored to command the powers of the wish spell, so most anything is possible.

Elemental Dynasty
Starting at 1st level, you can choose one type of genie as your ancestor, gaining one of the following traits:
     Djinn Serenity. Your ancestor was an honorable djinn. Instead of falling, you can use choose instead to stand hovering atop a pocket of air. You can walk atop this pocket of air, venturing up to 20 feet without a firm surface beneath your feet, but you can't gain altitude by walking on this air. You can only stand hovering on this pocket of air for 1 minute, which need not be all at once. You regain all hovering duration when you finish a long rest.
     Efreet Fury. Your ancestor was a cruel efreet. You can use your action to magically ignite a flammable nonmagical object with the touch of your hand or create a flame in your open hand. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish any nonmagical flame that you can see within 60 feet which can fit within a 10-foot cube.
     Dao Determination. Your ancestor was a greedy dao. You have advantage on Strength and Dexterity saving throws you make against effects that would push you against your will or knock you prone. 
     Marid Nobility. Your ancestor was a proud marid. You gain the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Genie's Heel
By 1st level, though your genie ancestors floated above the ground, you can still glide through the air as if you were a fraction of your weight. You fall at half the normal rate and take half damage from falling.

Lesser Wish
Starting at 6th level, you can conjure magic similar to a wish. You can expend a spell slot of 3rd level or lower and a number of sorcery points equal to that slot's level in order to duplicate the effects of another spell on the sorcerer list. This spell must be of the same level of the spell slot you expended and can't have metamagic applied to it. You must provide spell components for this spell as normal, but it need not be a spell that you know. Once you use this ability, you can't use it again until you finish a short or long rest.

Arcane Nobility
Beginning at 14th level, you can bring your elemental ancestry to bear as pure, unbridled arcana. Your maximum number of sorcery points is increased by your Charisma modifier. 

Wishmaster
Starting at 18th level, your elemental ancestry grants you the ability to cast wish without hinderance. You learn the wish spell, if you don't already know it. This spell doesn't count against the total number of sorcerer spells that you know.
     When you cast the wish spell to produce any effect other than duplicating another spell, the stress of casting the spell doesn't weaken you. You don't take necrotic damage and your Strength is not reduced. Lastly, there is a only a 1% chance (instead of a 33% chance) that you will be rendered unable to cast the spell again.

13 comments:

  1. This is pretty cool. The Lesser Wish is great, and very useful considering how limited a sorcerer's list is. However, the Elemental Dynasty is completely useless, Genie's heels is pretty close to useless, and if you choose Djinn Serenity they both somehow become even more useless.

    In short, I think Elemental Dynasty should actually help you with spellcasting rather than be a ribbon.

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    1. I can see your point with the overlap with Genie's Heel and Djinn Serenity. However, I'd like to keep Elemental Dynasty as a 'pick 1 of 4' feature, to reflect the different types of genies. It's going to be awfully hard to rework that into a casting thing completely without making it too powerful for 1st level.

      I think a better move might be to completely throw out Genie's Heel and put something else in its place. Any ideas what I could do with that one?

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    2. What about this for Dynasty, which are helpful without affecting casting:
      Genie- Dash or Disengage as bonus
      Dao- reduce (nonmagical?) physical damage by 2
      Efreet- double proficiency on intimidation
      Marid- gain +1 hp per level in addition

      I could also see this subclass as a summoner of elementals, but other than getting find familiar and the option to have a mephit I don't see much you can do with it at 1st level.

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  2. Wishmaster seems a bit overpowered. With only a 1% chance of being unable to cast again, odds are good that you can give your entire party resistance to all damage types before it stops working.

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    1. You know, that's a good point -- I forgot that the damage resistance from wish is completely permanent. I'll increase this to a 5% chance.

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    2. Even that's low enough that you can probably get through all damage types before you fail. Maybe make it a 0% chance for all *non permanent* effects?

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  3. Okay, I actually love this. The interaction for sorcery points is pretty nice. I have only a singular complaint and that is that if you wanted to play these as the Genasi that descends from these genies, the Marid is a huge overlap. All the others would be good combos that make sense, but the Marid is just pointless to be a Water Genasi Marid Sorcerer.

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    1. I'm going to think aloud for a moment:

      Problem is, what do I do with that feature instead? Ultimately, there's not a ton of interesting things I can do with a water genie. Plus, if I don't give at least one of those features, you land in the unfortunate place of most characters being likely to _drown_ with a marid origin (unless they get water breathing from elsewhere), which strikes me as particularly absurd. I guess it needs to be an 'if you have this ability already, you get X' sort of thing...

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    2. So what if each one also gave the proficiency that is attached to each type of genie? Trident for Marid, Scimitar for Djinni and so on? Also I think increasing the swim speed to 40 or 45 would make sense, as you can swim half as fast as a Marid then, and it would still be an increase for anyone who gets it from the race.

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    3. Adding 30ft of swimming speed if you have it seems like a good solution, just like classes that give darkvision do.

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    4. Doubling speed is way more impactful than doubling darkvision range but an increase probably wouldn't hurt. 40-45 feet is not a bad idea.

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    5. Yeah I don't think doubling is the way you would want to go, seems a little too good. Given, there are times where it will have no impact whatsoever, but the same is true for anything. The increase giving just enough that you are slightly better than others.

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