Half-Genie

Introduction

A genie is born when the soul of a sentient living creature melds with the Primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.

A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key Personality Traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare and not considered a full Genie. This is considered to be a Half-Genie and are adept at hiding their Genie side when in humanoid form. 

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + Con mod
Hit Points at Higher levels: 1d8 + Con mod per level above 1st.

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two: History, Insight, Medicine, Persuasion, Religion.

Equipment

  • Choose: a simple weapon; or a martial weapon (if proficient in its use)
  • Choose: scale mail; or leather armor; or chain mail (if proficient in its use)
  • Choose: a light crossbow and 20 bolts; or any simple weapon
  • Choose: a priest's pack; or an explorer's pack
  • A shield

Quick Build

You can build a half-genie quickly by following these suggestions. First, Charisma should be your highest score, followed by Dexterity or Constitution. Second, choose the far traveler background.

Level         Prof. Bonus         Features  
1st              +2                        Djinni Birth
2nd            +2                        Djinni Birth Feature
3rd             +2 
4th             +2                        Ability Score Improvement
5th             +3                        Djinni Birth Feature
6th             +3                        Djinni Birth Feature
7th              +3 
8th              +3                        Ability Score Improvement, Destroy Undead (CR 1), Divine Doma
9th              +4                        Minor Wish
10th             +4                       Djinni Birth Feature
11th              +4                       Djinni Birth Feature
12th             +4                       Ability Score Improvement 
13th             +5 
14th             +5                       Djinni Birth Feature   
15th             +5 
16th              +5                      Ability Score Improvement 
17th              +6                      Djinni Birth Feature
18th              +6                      Djinni Birth Feature
19th               +6                     Ability Score Improvement 
20th              +6                     Djinni Birth Feature 

Djinni Birth

Starting at 1st level, you choose the type of Half-Genie you were born into each with its own different type of abilities. You gain special features at 1st, 2nd, 5th, 6th, 10th, 11th, 14th, 17th, 18th and 20th.

3rd Ability

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

7th

Minor Wish

9th

13th

15th