Homebrew:Gen
(OOC: This is an implementation of the Gen monster from Xanathar's Lost Notes to Everything Else)
Variant: Gen Familiar |
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Gens bound to a warlock by a noble genie patron often act as advisors and familiars. They often push the warlock into gaining more power and influence, as to be deemed worthy of service. Such gens have the following trait. Familiar. The gen can serve as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the gen senses as long as they are within 1 mile of each other. While the gen is within 10 feet of its master, the master shares the gen's Magic Resistance trait. At any time, the gen can end its service as a familiar, ending the telepathic bond. |
Gens are tiny genie-kin that reside in the elemental planes and, due to their stature, are sometimes referred to as lesser genie. Once bound, they are very willing servants who strive to be the best at any task they are given. They even tend to be competitive with other gen.
At their core, every genie holds itself in high regard, and the gen desire the same praise and respect as their far more powerful counterparts. Recruiting one is an entirely different matter, as most deal exclusively with other genies and extraplanar beings. Yet, it is possible for a diligent mortal to gain one's trust and obedience, and their patience is greatly rewarded in both friendship and power.
Plane Shifters. Gens possess the ability to shift between the planes, making them ideal messengers. A warlock who has made a pact with such a being can expect to communicate with powerful creatures through their familiar, and even request their aid, but such exercise is taxing on the gen and they require time to recuperate after each planar shift.
To Serve with Purpose. While the majority of gen find their toil within the realms and palaces of noble genies and in the company of unfathomable cosmic power, to a mortal, they can prove to be diligent attendants, able teachers, and friends. Such gen take pride in their association to the warlock as much as, or more than, the warlock might. Should their warlock miss the first opportunity to introduce their gen, it will likely take the next instant upon itself.
As they serve with distinction, a gen’s self-worth won’t accept any physical or mental abuse at the hands of any master, nor do they see themselves as a pawn or slave.
While they pride themselves on being helpful, each gen wishes to elevate their status through their time spent with other powerful beings, learning how each approaches a specific situation or magical opportunity. In fact, each gen believes that their power grows faster the more they accomplish with a single entity, and thus the greater each ascension may be.
With this in mind, some gen cultivate multiple pacts with powerful beings throughout their existence, but limit themselves to only one mortal at a time. All things important to the gen hinge on this relationship, as each hopes that someday they may grow to know absolute power and prestige, rivaling the gods, as only a true noble genie can.
Elemental Nature. The type of gen your pact binds depends on its elemental plane of origin. The majority are classified into four types, whose personalities can differ as much as their appearance.
Air Gen
Tiny elemental, neutral
Armor Class 12 (unarmored)
Hit Points 7 (2d4 + 2)
Speed 0 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
13 (+1)
11 (+0)
14 (+2)
17 (+3)
Skills Perception +4, Persuasion +5
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft.; Passive Perception 14
Languages Common, Auran
Innate Spellcasting. The gen's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: detect evil and good, gust
2/day each: fog cloud, plane shift (self only), tongues
Elemental Demise. If the gen dies, its body disintegrates into a warm breeze, leaving behind only equipment the gen was wearing or carrying.
Magic Resistance. The gen has advantage on saving throws against spells and other magical effects.Multiattack. The gen makes two melee or two ranged attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Thunderbolt. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) lightning damage.
Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.Description
Known as djinnlings, air gen are slim and muscular with long white or gray hair and skin tones ranging from pale to dark blue. They are haughty but friendly unless threatened, and take great pride flaunting their social skills.
Earth Gen
Tiny elemental, neutral
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 40 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
13 (+1)
11 (+0)
13 (+1)
14 (+2)
Skills Athletics +4, Insight +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 30 ft.; Passive Perception 11
Languages Common, Terran
Innate Spellcasting. The gen's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:
At will: detect evil and good
2/day each: entangle, plane shift (self only)
1/day each: earth tremor, tongues
Elemental Demise. If the gen dies, its body disintegrates into crystalline powder, leaving behind only equipment the gen was wearing or carrying.
Magic Resistance. The gen has advantage on saving throws against spells and other magical effects.Multiattack. The gen makes two fist attacks.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.
Smash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.Description
Also called daolanin, these gen are stout in stature with skin and hair ranging between reds and browns. They are extremely vain, and respect wealth, power, and station above all else, expecting the same of those they serve.
Fire Gen
Tiny elemental, neutral
Armor Class 12 (unarmored)
Hit Points 9 (2d4 + 4)
Speed 30 ft., fly 50 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
14 (+2)
15 (+2)
13 (+1)
15 (+2)
Skills Athletics +3, Deception +4
Damage Vulnerabilities cold
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60 ft.; Passive Perception 12
Languages Common, Ignan
Innate Spellcasting. The gen's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:
At will: control flames, detect evil and good
2/day: plane shift (self only)
1/day each: heat metal, tongues
Elemental Demise. If the gen dies, its body disintegrates in a flash of fire and smoke, leaving behind only equipment the gen was wearing or carrying.
Magic Resistance. The gen has advantage on saving throws against spells and other magical effects.Multiattack. The gen makes two melee attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
Flame Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) fire damage.
Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.Description
Efreetikin have a bulky, muscular physique with skin tones ranging from deep red to violet. They are quick-tempered, and their skills in deception can be a boon, or a detriment, to their masters.
Water Gen
Tiny elemental, neutral
Armor Class 12 (unarmored)
Hit Points 10 (3d4 + 3)
Speed 30 ft., swim 90 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
13 (+1)
14 (+2)
13 (+1)
12 (+1)
14 (+2)
16 (+3)
Skills Perception +4, Insight +4
Damage Resistances acid, cold
Senses blindsight 30 ft., darkvision 60 ft.; Passive Perception 14
Languages Common, Aquan
Innate Spellcasting. The gen's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: detect evil and good, frostbite, shape water
2/day: plane shift (self only)
1/day each: tongues, water walk (self only)
Amphibious. The gen can breathe air and water.
Elemental Demise. If the gen dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the gen was wearing or carrying.
Magic Resistance. The gen has advantage on saving throws against spells and other magical effects.Multiattack. The gen makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Tidal Wave (Recharge 6). The gen creates a rushing wave of water in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 5 (2d5) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails its save is also pushed up to 10 feet away and knocked prone.
Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.Description
Known as maridan, these gen can be of any stature. With skin tones ranging from every shade in the ocean, they crave power above all else, respecting only those who would match their station with power, and become useful in their own growth and advancement.