Sorcerous Origin:

Genie-Touched

Perhaps you or your parents swore an oath of fealty to a Genie. Perhaps you wished for your powers. Perhaps you are a Genesai, more in touch with your heritage than others of your race. Whatever the reason, one of the four races of Genie is the source of your powers, and you draw your arcane might from the Elemental Planes themselves.

Genie Heritage

When you choose this Origin at 1st level, choose one of the four races of Genie. The damage type associated with that race (as seen in the chart below) determines the elemental energy in your veins.

Race Element Vulnerability Language Marid Cold Fire Aquan Efreeti Fire Cold Ignan Dao Acid Lightning Terran Djinni Lightning Acid Auran

Elemental Soul

At 1st level, when you cast a spell that deals a type of damage other than Bludgeoning, Piercing, Slashing, Necrotic, or Radiant, you may have that damage changed into the damage type of your Genie Heritage.

Whenever you deal damage of your element, deal 1 more of that type of damage. This bonus increases to 2 at 6th level, 3 at 11th level, and 4 at 16th level.

The damage and area of effect of spells affected by this feature remain unchanged. However, out-of-combat applications may shift depending on the element you choose. You cannot start a fire using a spray of acid, for example.

Planar Attunement

At 6th level, your body becomes a conduit to the plane of your heritage. You gain resistance to your element, and vulnerability the opposing element. You also gain the ability to speak one of the dialects of Primordial, as detailed in the Genie Heritage chart.

In addition, you may spend 1 sorcery point to imbue your spells with overwhelming force. For one minute, you may damage any creature with immunity to your element as though it only had resistance to that element, and any creature with resistance to your element takes damage from you as though it did not have resistance. This overrides the effects of the Elemental Adept feat.

Planesrunner

At 14th level, you gain a special movement type depending on your heritage, equal to your base speed. If you already had that movement type, add half your base speed to your current speed of that type.

Race Movement Marid Swim Efreeti Fly Dao Burrow Djinni Fly

Elemental Nova

At 18th level, you gain the ability to call your chosen element to you, concentrating massive stores of energy in your body before unleashing them in a devastating explosion.

You may trigger the nova as an action, becoming Incapacitated until it goes off. An aura of intense elemental energy forms around you, dealing 10d6 damage of your element to any creature that ends its turn within 5 feet of you.

At the beginning of your next turn, the nova is unleashed, dealing 10d12 damage of your element to all creatures within 100 feet who do not have any cover.

After using this feature, you gain a level of exhaustion. You may only trigger a nova once per long rest.