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Path of the Djinnbound

A hunched figure at the edge of the village summons powers from the depths into an orphan child – afraid, dressed in ceremonial robes, and holding a weapon in their tiny hands.
In another place the sages of the tribe call upon the power of the Al-Ghaib and channel it to the pregnant woman standing among the incense, ancestral flames, and statues of forefathers. Creatures from Al-Ghaib answer, and their essence and chaotic spirits bind with the unborn child.
There are many ways to create a Djinnbound, but the results are the same: you were bound with a djinni when you were a child by the elders, sages, shamans, magicians or priests of your society. It gives you
strange powers and enhanced strength drawn from
the Al-Ghaib itself. These powers manifest as a primal
force residing within you, and when you wield your
weapon the djinn strike with you.
d6 Result
1 You were chosen before birth as the omens in the flames indicated you.
2 Your parents come from a line of keepers of a relic or a site that is related to Al-Ghaib,
and you are next to inherit this power.
3 You were chosen because your parents died in a war, and your chief wants capable
warriors to wreak havoc among the enemies of your society.
4 Your parents were punished for a serious crime, and your tribe used this method as a
punishment. You were indoctrinated to fight against the tribe’s enemies.
5 Your mother endured a great deal of influence from the Al-Ghaib, and a djinn’s essence
is infused within your soul.
6 A djinn attempted to possess you when you were a child, but your soul proved to be
stronger.
Level 3: Power Unleashed: Starting at 3rd level, the power of your bound djinn unleashes through your rage.
Whenever you rage, your djinn appears on your back as an invisible being that occasionally breaks light, and
grants you the following benefits:
D Your djinn allows your weapon swings to echo further as an eldritch force. Your reach with a melee weapon
increases by 5 ft.
D Your djinn can push and pull your opponents in
the heat of battle. You can use your bonus action
to move a creature within your reach 5 ft. towards
any destination except to an ending point that
would be out of your reach. The creature must
succeed on a Strength saving throw (DC = 8
+ your proficiency bonus + your Constitution
modifier). A willing creature can choose to fail
the saving throw.
D If you grapple, or force a hostile creature to move,
within that turn, your rage won’t end due to not
attacking or not taking damage.
Level 6: Power Beyond the Body: Starting at 6th
level, your bond with your djinni grows, granting you
access to the features below:
D The echoes of your weapon swings are now
stronger, pushing even further. Your melee reach
increases by an additional 5 ft.
D Your weapon’s echoes burn away any illusions
as your djinn grants clarity to you in the heat
of battle. While you are raging, any damage
you deal to creatures forces those creatures to
make a Charisma saving throw (DC = 8 + your
proficiency bonus + your Constitution modifier) if
they are shapeshifters or not native to the plane
you are on. On a failed save, they show their
true nature, you realize which plane of existence
they are from, and you may choose to deal extra
2d6 necrotic damage. You can choose to deal
damage this way a number of times equal to your
proficiency bonus. Expended uses refresh when
you finish a long rest. This damage becomes 3d6
at 9th level, 4d6 at 13th level, 5d6 at 17th level.
D Your djinn allows you to gaze further than your
natural limits. You gain darkvision out to a
range of 60 ft. This bonus can be added to your
darkvision if you have it from another source.
Level 10: Power Beyond the Veil: Starting at 10th
level, your bound djinn’s power becomes your own
and you gain the following benefits:
D The eldritch echoes cover your weapon, and you
start using them as a part of your battle tactics.
Your melee reach increases by an additional 5 ft.
D The djinn protects your mind against any assaults
that strikes at your psyche. Your mental fortitude
grants you proficiency in Wisdom saving throws.
D When you deal damage to a creature, you can
expend one of your Power Beyond the Body uses
and give the target disadvantage on the next
attack roll.
Level 14: Power Beyond the World: When you
reach 14th level your bound djinn becomes your
servant and now can be seen by everyone. You gain
the following benefits:
D The eldritch echoes of your djinn are one and the
same with you, and you can control the attacks as
if they were a part of your body. Your melee reach
increases by an additional 5 ft.
D You have seen beyond the Al-Ghaib and none can
make you afraid. You can’t be frightened.
D When you deal damage to a creature, you can
expend one of your Power Beyond the Body
uses and force the creature to make a Charisma
saving throw (DC = 8 + your proficiency bonus +
your Constitution saving throw). On a failed save,
they are banished as if they are under the effects
of a banishment spell. You concentrate on this
while you are raging as if you are concentrating
on a spell. If your concentration is broken or your
rage ends, this banishment ends. If you complete
6 rounds of concentration, the creature is
banished completely if it is not native to the plane
of existence you are on.