#homebrew
Don’t look.
Otherworldly Patron: The Djinn
Here is a thing I made for my current campaign. DM liked it so much that he is planning an NPC based on it.
Otherworldly Patron: The Djinn
Your patron is a powerful being from the Elemental Plane of Air. Perhaps you came across their lamp and freed them or a Wish gone awry but now you have bound yourself to the ancient djinn. Your pact with this being allows you to taste the servitude and the barest touch of the phenomenal cosmic power that the djinn embodies. Magic that can bend reality and shape fate being their specialty.
In invoking this pact with a djinn you gain a djinn vessel that can be used as your arcane focus. This magic item can take the shape of a lamp, orb, a jewel, a small item, or pact weapon . You can use your bonus action to summon your vessel to your empty hand. Your vessel reappears on your person if it is more than 5 feet away from you for one round or more. If the vessel is ever destroyed you can perform a ritual over the course of 1 hour, which can be done during a short rest. After the ritual, the vessel returns to your possession.
Djinn Features
Warlock Level
Feature
- 1st Level A Whole New World
- 6th Level Made You Look
- 10th Level Brand of Magic That Never Fails
- 14th Level Phenomenal Cosmic Powers
Expanded spell list
The Djinn patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Djinn Expanded Spells
SPELL LEVEL
- Thunderwave, Zephyr Strike
- Alter Self, Phantasmal Force
- Blink, Call Lightning
- Banishment, Otiluke’s Resilient Sphere
- Conjure Elemental, Seeming
A Whole New World
Starting at 1st level, you learn the Minor Illusion and Lightning Lure cantrip and they do not count towards your cantrips known. You speak Primordial.
Additionally, Elementals have difficulty harming you. If an elemental targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an elemental needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An elemental is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Made You Look
Starting at the 6th level, when a creature makes an attack roll against you, you can use your reaction to gain resistance to damage, and have advantage on Strength, Dexterity, and Constitution saving throws until the beginning of your next turn. As you take on an intangible form that shifts between physical and gaseous. Afterwhich, you can fly up to ten feet away without provoking opportunity attacks.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Brand of Magic That Never Fails
Starting at 10th level, you are under the permanent effect of Feather Fall unless you choose otherwise. You also gain resistance to lightning damage and when you cast a spell that deals thunder or lightning damage, you can add your Charisma modifier to one thunder or lightning damage roll of that spell against one of its targets.
Phenomenal Cosmic Powers
Starting at the 14th level, you gain the ability to cast Wish at a lesser capacity once per day.
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. For you, the only use of this spell is to duplicate any other spell of 6th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you may use this ability to gain one additional Mystic Arcanum usage for the day for the level you currently have access to.
Eldritch Invocations
Never Again See the Light of Day
Prerequisite: 5th Level Djinn Patron, Pact of the Blade feature
Once per turn when you hit a creature with a melee attack, you can attempt to banish the creature into your djinn vessel. The target will make a Charisma Saving Throw, on a failure they are trapped within the vessel until the end of your next turn. After which they will reappear within 5 feet of your current location. They cannot interact with anything within the vessel and are aware of what happens outside. Alternatively, if a creature is willing, no attack roll is necessary to bring a creature into the vessel. If you attempt to throw the prison away before they are freed, the creature will automatically appear in a safe space within 5 feet.
You can use the banishing feature up to your charisma modifier (a minimum of 1) per long rest
Itty Bitty Living Space
Prerequisite: Djinn Patron, Pact of the Tome feature
Your patron has created an extradimensional space within the djinn vessel and allowed you access. At will, you can access items within as though it is a bag of holding. Additionally, you may enter this space. While inside you can create and summon items and the space takes whatever form you like. Summoned items cannot exist outside of the vessel but you can store and retrieve items at will.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but you can see out of it as if through a 3-foot-by-5- foot window. The vessel’s complete destruction expels you and items deals 4d6 force damage to you. If expelled, you fall prone in an unoccupied space outside its last location.
Here’s Your Cracker
Prerequisite: 5th level, Djinn Patron
You can cast Create Food and Water (can create wine instead of water) without expending a spell slot. You regain the ability to do so when you finish a long rest.
Friend Like Me
Prerequisite: 7th Level, Djinn Patron, Pact of the Chain feature
You can replace your familiar with a Flying Carpet familiar.
Flying Carpet
Medium construct, unaligned
- Armor Class 12
- Hit Points 33 (6d10+3)
- Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 12 (+1) 6 (-2) 11 (+0) 8 (-1)
Damage Immunities Poison, Psychic
- Condition Immunities Blinded, Charmed, Deafened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 60 Ft. (Blind Beyond This Radius), Passive Perception 10
- Languages Understands the languages of its creator but can’t speak
- Challenge 1 (200 XP)
- Antimagic Susceptibility. The carpet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the carpet must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
- Damage Transfer. While it is grappling a creature, the carpet takes only half the damage dealt to it, and the creature grappled by the carpet takes the other half.
- False Appearance. While the carpet remains motionless, it is indistinguishable from a normal carpet..
- Fly. The carpet is 4x6 foot and has carrying capacity of 400 lbs. For the purposes of mounting, it is considered a large creature. The carpet can carry up to twice this weight but it flies at half speed if it carries more than its normal capacity.
Actions
- Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., medium or smaller creature. Hit: (2d6+3) bludgeoning damage. On Hit: The creature is grappled escape DC 13 Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the carpet can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning dmg
https://homebrewery.naturalcrit.com/share/HyQxsFDyEE (old version, not updated)
Smashing.
Oars of Speed
Wonderous Item, Rare
Carved of lightweight yet durable wood, this pair of oars can be fitted on a rowboat or used to paddle a canoe or other small watercraft.
They increase the vessel’s sailing speed by 30 feet.
This bonus does not improve with the addition of more oars of speed. Boats requiring more than two oars can benefit from oars of speed, but all the vessel’s oars must be oars of speed to gain the speed bonus.
Everfull Sails
Wonderous Item, Rare
Sails crafted of a sky-blue canvas with strange silver flecking, these magical sails are always filled with a strong wind when fully unfurled.
The wind created behind the sails is sufficient to drive the ship forward at its full normal speed, and the sails ignore any other winds that might be blowing contrary to that generated by the sails themselves.
The winds stop when the sails are furled or otherwise pulled down.
A ship requires one set of everfull sails per mast, or the magic does not function (although the sails work as normal sails).
Living Figurehead (Dragon)
Wonderous Item, Very Rare
This large dragon’s head and neck are carved from cedar or spruce and painted as a chromatic or metallic dragon, with gaping mouth and fierce eyes.
When the command word is spoken, the figurehead animates. This living figurehead gains a breath weapon appropriate to an adult dragon of its kind. It also confers on its ship resistance to a type of damage according to the kind of dragon.
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
If a living figurehead is broken or destroyed in its carving form, it is forever ruined. If destroyed while animated, it simply reverts to a wooden carving that can be used again at a later time.
An animated living figurehead is a construct of the same size as the ship, but it has the Intelligence, Wisdom, and Charisma scores given by its entry in the Monster Manual.
The living figurehead obeys and serves the ship’s master (the designated captain). Unless stated otherwise, it can speak Common and communicate telepathically with the captain, provided they are within 100 feet of the ships bow.
My players finally made it to the Feywild quest. I’m so excited. Can someone help me out with some good Fey creatures to use? If anything I can obviously come up with my own stuff.
I should definitely note they’re level 17. Lol.
Around the same size as a horse, ice toads are more intelligent than the standard beast, capable of reasoning and communication with humanoids. They cannot speak most humanoid languages, as their bodies do not have the necessary structures for such vocalization, but speak their own language that some humanoids are able to emulate well enough for regular communication. Lacking dexterous hands, they do not create buildings or similar items as humanoids.
Most ice toads live in solitude, though they will communicate and coordinate with their neighbours for safety and company. They hunt voraciously, catching and eating creatures nearly their size whole, but if their prey can identify itself as sapient in some way the toad will generally break off the attack. They are typically fascinated with gemstones, diamonds in particular, and can be bribed or hired as guides, guards, or even mercenaries. Those who live closer to humanoid groups will usually have a small cache of treasure they’ve gathered over their life, which may be exchanged for exotic foods or simply admired.
In combat, most ice toads have very simple strategies. Charge their enemy, use their magic to freeze the creature if they think it is affected by the cold, and try to swallow an enemy smaller than them. They’re actually unable to regurgitate a particularly troublesome meal however, and quite a few toads have died after biting off more than they could chew.
Originally from the 3.5 Frostburn book. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!