Warlock, Pact of the Genie

Want more content like this? Follow @spell.component on Instagram, and visit at www.spellcomponent.com

Follow along for the Age of Heroes event starting June 17! New Archetypes, classes, and character backstory ideas!

Warlock, Pact of the Genie

Expanded Spell List

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. Choose one of the following Genie expanded spell lists; those spells are added to the warlock spell list for you.

Air (Djinn)

Spell Level

Spells

1st

Absorb Elements, Catapult

2nd

Gust of Wind, Mirror Image

3rd

Call Lightning, Wind Wall

4th

Conjure Minor Elementals, Storm Sphere

5th

Conjure Elemental, Maelstrom

Earth (Dao)

Spell Level

Spells

1st

Absorb Elements, Earth Tremor

2nd

Dust Devil, Maximilian’s Earthen Grasp

3rd

Erupting Earth, Slow

4th

Conjure Minor Elementals, Stone Shape

5th

Conjure Elemental, Wall of Stone

Fire (Efreeti)

Spell Level

Spells

1st

Absorb Elements, Burning Hands

2nd

Flaming Sphere, Heat Metal

3rd

Fireball, Melf’s Minute Meteors

4th

Conjure Minor Elementals, Fire Shield

5th

Conjure Elemental, Immolation

Water (Marid)

Spell Level

Spells

1st

Absorb Elements, Create or Destroy Water

2nd

Mirror Image, Snilloc’s Snowball Swarm

3rd

Tidal Wave, Wall of Water

4th

Conjure Minor Elementals, Control Water

5th

Conjure Elemental, Maelstrom

Bonus Proficiencies

When you choose this pact at 1st level, you learn how to speak, read, and write Primordial.

Bonus Cantrips

When you choose this pact at 1st level, you gain an extra Warlock cantrip based on which Expanded Spell list you choose. This cantrip counts as a Warlock cantrip for you, but does not count towards the number of Warlock Cantrips you know.

  • Air. You learn the Gust cantrip.

  • Earth. You learn the Mold Earth cantrip.

  • Fire. You learn the Control Flames cantrip.

  • Water. You learn the Shape Water cantrip.

Elemental Affinity

At 1st level, you gain one of the following benefits, based on which Expanded Spell List you chose:

  • Air: As an action, you gain or give another creature you are touching a Flying speed of 30 feet for 1 minute. If you or the targeted creature already have a flying speed, you add 30 feet to your/their flying speed. You cannot use this ability again until after you complete a short or long rest.

  • Earth: As an action, you may cause yourself or a creature you are touching to be able to burrow through nonmagical, unworked earth and stone at a speed of 15 feet for 1 minute. While doing so, you or the targeted creature do not disturb the material you move through. Only one creature may benefit from this feature at a time. You may use this ability a number of times equal to your Charisma modifier before you must complete a short or long rest.

  • Fire: You can shed bright light around you for 10 feet, and dim light for an additional 10 feet. You choose when this effect ceases and begins, no action required. Additionally, as a bonus action, you may grant yourself or one other creature you are touching resistance to fire damage for 1 minute. Additionally, for this effect's duration, whenever an enemy ends their turn within 5 feet of you or the creature you gave this effect to, they take fire damage equal to half your Warlock level (rounded up). You cannot use this ability again until after you complete a short or long rest.

  • Water: You can breathe underwater, and you gain a swim speed of 30 feet. If you already have a swim speed, add 30 feet to your swim speed. Additionally, as a bonus action, you may grant one creature you are touching a swim speed of 30 feet and the ability to breathe underwater for 1 hour. You may grant this benefit a number of times equal to your Charisma modifier. You regain all uses of this feature after you complete a short or long rest.

Elemental Form

At 6th level, your patron's powers affect your very physical being. As an action, your form shifts for 1 minute, granting you one of the following benefits based on which Expanded Spell List you chose. You remain in this form for the Duration, until you drop to 0 hit points, or until you drop this form as a bonus action.

Air. You turn into a misty cloud. While in this form, your only method of Movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical bludgeoning, piercing, and slashing damage. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can't fall and remain hovering in the air even when Stunned or otherwise Incapacitated.

Earth. You turn into a form of shifting rock, mud, or stone. While in this form, you increase by one Size category, gain resistance to bludgeoning, piercing, and slashing damage, immunity to Poison damage and the Poisoned condition, and gain temporary hit points equal to your Warlock level.

While in this form, you can now move through unworked earth at a speed of 30 feet instead of 15.

Fire. You turn into a pillar of animated fire and embers. While in this form, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to fire damage, and can occupy the same space as other creatures. You also shed bright light for 30 feet, and dim light for an additional 30 feet.

Whenever you move thru the space of another creature on your turn, that creature takes fire damage equal to your Charisma modifier. A creature can only be damaged in this way once on each of your turns. You also set fire to flammable objects such as wood and paper within your space.

Water. You turn into a translucent, humanoid form of water. While in this form, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and resistance to cold damage.

You can enter and occupy the space of other creatures. You can pass through small holes, narrow openings, and even mere cracks. While in water, your swim speed increases to 60 feet. 

Favor of the Genie

Starting at 10th level, you can beseech your patron's reality-altering power to subtly alter fate. Whenever you fail an ability check, attack roll, or Saving Throw of some kind, you may add half your Warlock level (rounded up) to the roll to attempt turning the failed roll into a success. Once you use this feature, you cannot use it again until after completing a short or long rest.

Elemental Terrain

Starting at 14th level, you are able to open a mild planar portal, allowing your patron's home plane to overlap with your current location. As an action, you flood the area around you in a 50-foot radius sphere with elemental energy. This sphere remains in a fixed location, even if you move or leave the area, unless stated otherwise. For 1 minute, this sphere counts as difficult terrain to all creatures of your choice. Additionally, the following effects occur for the duration, depending on which Expa ded Spell List you chose:

Air. All enemies within the area must succeed on a Strength Saving Throw against your Warlock spell save DC or rise vertically, up to 20 feet, are considered Restrained, and remain suspended there. At the beginning of an affected creature's turn, they may reattempt the Saving Throw to escape from being suspended in the air.

Additionally, all friendly creatures of your choice gain a Flying speed of 30 feet as long as they remain in the radius of this feature.

If this feature is used underwater or in a similar liquid environment, it creates a 50-foot radius sphere of breathable air. All friendly creatures remain floating in their original position until the beginning of their next turn.

While you remain in the area, you may use a Reaction to prevent an enemy from speaking or casting spells that require a Verbal component on their turn.

Earth. Jagged rocks and sand appear. You may create a flat, earthen terrain wherever you wish within the area's radius. 

Enemies in the area are gashed by rocks and piercing sand. Whenever an enemy creature moves on their turn while within the area, they take 2 piercing damaging for each 5 feet they move.

Enemies are partially engulfed in rock and must succeed on a Strength Saving Throw against your Spell Dave DC, or be Restrained. Creatures Restrained in this way may repeat the Saving Throw at the end of each of their turns. Airborne creatures who become Restrained in this way descend at 60 feet per round until they reach the ground or the effect ends.

Additionally, you create up to four pillars of stone, each one taking up a 5-foot cube. You may use a bonus action to move each pillar up to 30-feet. When you move the pillars, you may also use them each to attack enemies or provide half-cover to a single adjacent ally (a creature cannot gain further cover from additional pillars). When attacking an enemy with a pillar, you perform a ranged spell attack. On a hit, the enemy takes 1d6 bludgeoning damage.

Fire. Heat and flames erupt, covering all surfaces within the area with fire. Smoke and ashes rise into the air, causing creatures within the area to be counted as heavily obscured. You may choose any number of creatures to not be affected by this, allowing to see clearly through the smoke and ashes.

At the beginning of this feature's use, all creatures of your choice must succeed on a Wisdom Saving Throw against your spell Save DC, or be Frightened as long as they remain within the area. 

All creatures of your choice take fire damage equal to your Charisma modifier at the beginning of each of their turns. Creatures wearing metal armor take double this damage.

This feature functions normally even when used in midair or underwater.

Water. Water spontaneously erupts and floods the area, creating a sphere of water. All creatures of your choice gain a swim speed of 30-feet and the ability to breathe underwater. All other creatures begin drowning, starting the process of suffocation. Enemy creatures who have a swim speed in this area have their movement halved (rounded down).

Enemies within this area are buffeted by turbulent waters, taking damage equal to half your Warlock level (rounded up) at the beginning of each of their turns.

If an enemy leaves the area, they fall Prone out of the sphere.

Allied creatures are refreshed by soothing waters, gaining hit points equal to your Charisma modifier at the beginning of their turn.

This globe of water moves with you, keeping you at its center.

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */