Noble Genies
Paladins sworn to this oath revere the forces of the Elemental Planes. They draw power from the different types of genies and undertake quests for many genies and for the sake of the Elemental Planes. Those that take this oath are often in areas that have many genies or are connected to one of the Elemental Planes. In rare instances a child is raised to become a Noble Genie Paladin by a powerful genie.
Ideals: Wherever one walks the ground is a blessing, the air in your lungs is a boon, the fire used to work metal and cook food is a gift, and the water that all need to live is the lifeblood of the world. To remember this is to be one with the elements.
Sow the seeds of creation amidst the ashes of destruction
Lead with splendor and grace
Respect the elements and fear their wrath
| Level | Spells |
|---|---|
| 3 | Chromatic Orb, Elementalism, Thunderous Smite |
| 5 | Mirror Image, Phantasmal Force |
| 9 | Fly, Gaseous Form |
| 13 | Conjure Minor Elementals, Summon Elemental |
| 17 | Banishing Smite, Contact Other Plane |
Subclass Features
Elemental Smite
You infuse your Divine Smites with the power of the genies. When you cast Divine Smite, you can use your reaction to invoke one of the following effects. You can use this feature times per long rest equal to your Proficiency Bonus.
Dao’s Crush: The ground rises up around the target of your Divine Smite and must succeed a STR saving throw DC equal to your spell save DC or be Grappled and Restrained. The condition remains until the target succeeds the saving throw, you choose to end the effect (No action required), or one minute has passed.
Djinni’s Escape: You can teleport to an unoccupied space you can see within 30 ft of you and take on an incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage and are Immune to the Grappled, Prone, and Restrained conditions.
Efreeti’s Fury: The target of your Divine Smite takes an extra 2D4 Fire damage, and the Fire jumps from the target to another creature you can see within 30 ft of yourself, dealing 2D4 Fire damage.
Marid’s Surge: The target of your Divine Smite and each creature of your choice within 10 ft from you must make a STR saving throw DC equal to your spell save DC. On a failed save a creature is pushed 20 ft straight away from you and is knocked Prone.
Genie’s Splendor
The power of the genies protects you. You have an unarmored AC of 10 + your DEX modifier (Minimum 1) + your CON modifier (Minimum 1). You can use a shield and still gain this benefit. You gain proficiency with one of the following skills: Acrobatics, Intimidation, Performance, or Persuasion.
Oath Spells
Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Aura of Elemental Shielding
You can incorporate the power of the elements into your Aura of Protection. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while within your Aura of Protection. At the start of each of your turns you can change the damage type affected by this feature to one of the other listed options (No action required).
Elemental Rebuke
When you are hit with an attack, you can take a reaction and halve the attack’s damage (Rounded down) and force the attacker to make a DEX saving throw equal to your spell save DC. On a failed save, the attacker takes damage equal to 3D10 + your CHA modifier (Minimum 1) of the following damage types: Acid, Cold, Fire, Lighting, or Thunder. On a successful save the attacker takes half as much damage.
You can use this feature a number of times per long rest equal to your CHA modifier (Minimum 1).
Noble Scion
As a bonus action you can gain the benefits below for 10 minutes or until you end them (No action required). Once you use this feature you can’t use it again until you complete a long rest or expend one 5th level spell slot to regain the use of this feature (No action required).
Elemental Protection: You have Immunity to the damage type chosen from your Aura of Elemental Shielding.
Flight: You gain a Flying speed of 60 ft and can Hover.
Minor Wish: When you or an ally within your Aura of Protection fails a D20 test, you can use your reaction to make you or that ally succeed instead.