Expanded Pact Boons
Warlocks of the Djinn Lord gain access to the
following expanded pact boons. At the GM’s
discretion, warlocks of other patrons can discover the
means to access these modified pact boons, perhaps
by gaining an elemental feat or by performing a quest
for a noble genie or another powerful elemental.
Pact of the Chain
When you conjure your familiar or change its form,
you can choose the form of a mephit in addition to
the usual form choices granted by the pact boon.
When you use your action to command your mephit
familiar to attack, it can use its breath or cast an
innate spell instead.
Pact of the Blade
Your pact weapon takes on a sheen of elemental power.
When you create or summon your pact weapon, you
can decide to change its damage type to one of the
following: acid, cold, fire, or lightning. You can change
the damage type by repeating the ceremony.
Pact of the Tome
Your Book of Shadows is immune to damage or wear
caused by the elements. This immunity includes
something as simple as being immersed in water, as
well as acid, fire, cold, lighting, or thunder damage.
New Eldritch Invocation
Will of the Master
Prerequiste:9th Level
You can cast
Planar Binding using a warlock spell slot. You can't do so again until you finish a long rest
Genie Lord's Favor
At 1st level you can speak, read, and write Primordial.
You understand and can be understood by any
creature that speaks Auran, Ignan, Terran, or
Aquan.
Additionally, your patron grants you a token that
can absorb elemental power. You gain a magical
gemstone with the following properties:
• You can use the gem as an arcane focus.
• The gem can store elemental power in
the form of damage. When an enemy
causes you to take acid, cold, fire,
lighting, or thunder damage, you
can choose to transfer some of the
damage into the gem instead of
suffering it yourself, up to the
capacity currently remaining
in the gem. It has a maximum
capacity for damage equal to twice your warlock
level plus your charisma modifier.
• While the gem stores any amount of elemental
power, you can use your action to cause it to shed
bright light in a 20-foot radius and dim light for
an additional 20 feet, to shed dim light in a 5-foot
radius, or to douse the light.
If you lose your token, you can perform a 1-hour
ceremony to receive a replacement from your patron.
This ceremony can be performed during a short or
long rest, and it destroys the previous token. When
you die, the token splinters to slivers.
Transfer Elements - 6th Level
Starting at 6th level, you can use the elemental energy
stored in your gem token against your foes. When
you damage a target with a spell or attack, you can
spend stored points to deal additional damage up to
your Charisma bonus (minimum of 1). You select the
damage type: acid, cold,
fire, lightning, or
thunder. If you deal
damage to multiple
targets with a single source, the extra damage applies to a single target.
However, you can spend additional stored points to
damage targets beyond the first.
Additionally, you can now extend the protection
of your gem to other creatures. When an ally within
30 feet that you can see takes damage as described in
the “Genie Lord’s Favor” section, you can use your
reaction to transfer some of the damage into your
gem.
Minor Wish - 10th Level
Starting at 10th level, you can call upon your genie
lord to twist fate in your favor. Immediately after
you make an attack roll, saving throw, ability check,
or damage roll, you can choose to reroll and take the
better result. You can use this feature after learning
the result of the first roll.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Herald's Aspect - 14th Level
Starting at 14th level, you can channel the power of
your patron into your flesh to magically transform
into a herald of the genie lord. Your legs fade away
into a twister of elemental energy, and your skin and
features take on an appearance that resembles that
of your patron. You can transform as a bonus action,
and for 1 minute you gain the following benefits:
• You gain a flying speed of 60 feet.
• You have advantage on saving throws against spells
and other magical effects.
• Choose one of the following damage types: acid,
cold, fire, lighting, or thunder. You gain immunity
to that damage type.
• Once on your turn when you hit with an attack or
spell, you can deal an extra 3d6 damage of one of
the following types: acid, cold, fire, lightning, or
thunder.
Once you use this feature, you can’t use it again
until you finish a short or long rest.