A Different Genie Pact: 5e Subclass Rework

I was amped to hear about a genie pact. I love using genies in my games, and it’s probably getting a little old hat that there’s always an Efreeti or Djinni lord the PCs need to interact with. So, I’m pretty bummed out now that I’ve had time to see it in play a few times. It’s not that the pact of the genie is weak or underpowered, you could certainly play one as is, it’s just that it doesn’t do what I want as a guy with a genie’s lamp. Here’s my take on the Pact of the Genie subclass, which hopefully satisfies someone else’s desire to play George Hanley

The Pact of the Genie

You’ve made a pact with a genie. In particular, one of noble blood and capable of casting the wish spell. While normally such entities rule vast fiefdoms on the Elemental Planes, in exchange for a relatively short stint of service (your mortal lifetime), this genie has agreed to be bound and serve you. In exchange for using its magic to fuel your desires, you grant it something it needs, or can’t otherwise get. Be warned though, genies delight in turning the table on mortals, especially those attempt to bind genies into servitude without fulfilling their end of a bargain. 

You choose your patron’s kind or determine it randomly, using the Genie Kind table.


Expanded Spell List: No Changes

Genie’s Vessel: At first level, you have bound your patron to a magical vessel that allows for them to travel alongside you, and use their magic to fuel your spells. 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.

1Oil Lamp
3Gemmed Ring
4Stoppered Bottle
5Hollow Statuette
6Ornate Lantern

Bottled Respite. By communing with your genie for a full minute, you can choose to 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 so long as you wish, essentially indefinitely. You can exit the vessel early if you use an action to leave. Alternatively, if you die while inside, your body is expelled as the vessel shatters. If you are within the vessel while it is destroyed, you appear in an adjacent space taking 1d8 force damage per Warlock level (as your bond grows stronger). 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 is also destroyed. 

While within the vessel, you can gain the benefits of the following spell, cast as though they were rituals you were eligible to cast (even if you are not eligible). Your patron responds as the source of these spells. Your vessel contains whatever material components are needed for these spells.

Warlock LevelSpell

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 24-hour ceremony to bind your patron to a new one, although a suitable vessel must be chosen. Genies are notoriously vain, and one will refuse to be bound to a vessel worth less than 100gp per warlock level. The vessel vanishes in a flare of elemental power when you die. 

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: lightning (dao), thunder (djinni), fire (efreeti), or cold (marid).

Elemental Gift: At 6th level, you begin to take on some of the characteristics of your bound genie. 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: lightning (dao), thunder (djinni), fire (efreeti), or cold (marid). Additionally, you gain resistance to the corresponding elemental type. 

Sanctuary Vessel: At 10th level, you can offer your vessel as a sanctuary to your companions. When you enter your vessel, you can bring up to additional 5 willing creatures with linked hands alongside you. You can expel a single creature as an action if you change your mind at a later date, but they remain otherwise trapped until you release them or the vessel is destroyed. 

While within the vessel, you and your companions can gain the benefits of a short rest in 1/6th the time, or 10 minutes, and the regain additional HP per HD equal to your proficiency bonus. 

Limited Wish: At 14th level, your true devotion begins to pay off. Your genie can grant you wishes. It can grant a single casting of the wish spell, for you each year. In addition, it can grant your any desire weekly. You can use your action to whisper your desires to your vessel, and cast any spell of 6th level or lower with a casting time of one action. Your genie casts the spell, forgoing any materials, components, or other criteria for you. You can use this ability once per week. 

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