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Genie Patron: Pact of the Blade


Hit Points

Hit Dice: d8 per Genie Patron: Pact of the Blade level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light Armor, Medium Armor (at level 3)
Weapons: Simple Weapons, Martial Weapons (At level 3)
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from: Deception, Intimidation, Performance, Persuasion Acrobatics, Sleight of Hand, Stealth Arcana, History, Investigation, Nature, Religion Athletics Animal Handling, Insight, Medicine, Perception, Survival

Overview & Creation

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.


Class Features

Genie Kind


    You choose your patron’s kind or determine it randomly, using the Genie Kind table. Each form of genie has its own cantrip attached to it that they get for free and don’t count against their cantrips known. These do not scale.
 
d4 Kind Element Cantrip
1 Dao Earth Mold Earth
2 Djinni Air Gust
3 Efreeti Fire Control Flames
4 Marid Water Shape Water


Expanded Spell List


 
Spell Level Base Dao Djinni Efreeti Marid
1 Detect Good and Evil Sanctuary Thunderwave Chaos Bolt Fog Cloud
2 Aid Web Enlarge/ Reduce Flaming Sphere Blur
3 Create Food and Water Erupting Earth Call Lightning Fireball Tidal Wave
4 Otiluke's Resilient Sphere Summon Construct Greater Invisibility Fire Shield Watery Sphere
5 Creation Wall of Stone Control Winds Immolation Maelstrom
9 Wish

 
 

Free Cantrip


  Your Genie Patron gifts you with the Shocking Grasp cantrip. This cantrip does not count against your cantrips known and you gain bonuses if you reach certain levels as Warlock as long as you don’t have the eldritch blast cantrip in your cantrips known. At level 1, the range is 30 feet and is now a ranged spell attack. At level 5, you can add your charisma modifier to the damage roll. At level 11, the range now increases to 60 feet. At level 17, you may target 2 hostile creatures. If you only hit 1, the target takes full damage, but if you hit both, the damage dice is split evenly between the 2 targets. If you take the attack action, you may use this cantrip instead of one of your weapon attacks. The caveat is that if it is a ranged weapon, you may use it only up to it's range limit and if you make an attack with a melee weapon, you may only make shocking grasp as a melee attack.
 
   

Genie’s Vessel

1st-level Genie feature 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.
 
d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with Compartment
4 Stoppered Bottle
5 Hallowed Statuette
6 Ornate Lantern

  While you are touching the vessel, you can use it in the following ways:
  Bottled Respite. 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. 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).
  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.
     

 

Eldritch Invications


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
    At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact of the Blade


Level 3 You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
With this weapon, you can use your Charisma Modifier for your weapon attack and damage rolls instead of your strength or dexterity modifiers. You also gain Profisciency with Medium armor.
You also gain the Druidic Warrior fighting style.
  Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
    You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

ASI or Feat

  Levels 4, 8, 12, 16, and 19 You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.

The Gift I Give To You


  At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.

 

Elemental Gift


6th-level Genie feature     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 (dao), thunder (djinni), fire (efreeti), or cold (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


10th-level Genie feature
    When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures 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.

Mystic Arcanum (6th)


At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
  You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th)


  At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
  You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

 

Limited Wish


14th-level Genie feature
  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.
Aafter a long rest and at the roll of initiative, you may roll a d20 to get back this feature if it is currently on "cooldown". on a roll of 1 or 20, you get this feature back and once you use it again, you roll a new d4 to see when it comes off cooldown again.

No Refunds on Gifts


  At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.

Mystic Arcanum (8th)


  At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th)


  At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    You regain all uses of your Mystic Arcanum when you finish a long rest.

Can't Turn Back Now


At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
      Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
      Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
      Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
      Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
      Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
      Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


LevelMilestoneProf. BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelEldritch Invocations Known
1A2Pact Magic; Expanded Spell List; Genie Kind; Free Cantrip; Genie's Vessel2211st0
2B2Eldritch Invocations2321st2
3C2Pact of the Blade2422nd2
4D2ASI or Feat3522nd2
5E3The Gift I Give To You3323rd3
6F3Elemental Gift3723rd3
7G3-3824th4
8H3ASI or Feat3924th4
9I4-31025th5
10J4Sanctuary Vessel41025th5
11K4Mystic Arcanum (6th)41135th5
12L4ASI or Feat41135th6
13M5Mystic Arcanum (7th)41235th6
14N5No Refunds on Gifts; Limited Wish41235th6
15O5Mystic Arcanum (8th)41335th7
16P5ASI or Feat41335th7
17Q6Mystic Arcanum (9th)41445th7
18R6-4145th8
19S6ASI or Feat41545th8
20T6Can't Turn Back Now41545th8

Created by

Lord Retrospect.

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