Genie Tamer
About this class
The Genie Tamer is someone who has found a genie, and has managed to gain control over them to advance their own agenda. Controlling a genie is no easy task though. While genie and Genie Tamer work together, their personalities might conflict, and it takes a lot of effort on the part of the Genie Tamer to expert control. Still, the power they offer is worth it to the Genie Tamer, and as much as the genie might tease the Genie Tamer, genies like to be out-and-about, so they tag along. They might eventually form a more genuine bond. But being alone with a genie also can take its toll on you, and the genie, so Genie Tamers often seek others for company, which the genies also like, because it gives them more targets for their mischief.
Domains
Codex
Starting stats
Hope feature
Class features
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Wishcasting
At the beginning of the session, place a number of tokens equal to your Spellcast trait on your character sheet. Whenever you make a spellcast roll, you may spend a token to make the roll a success with Hope. You regain all your tokens after a rest. At the end of the session, clear all unspent tokens.
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Magic Touch
Whenever you make a successful attack roll, you may spend a Hope to activate one of the following effects:
Add 1d8 Magic damage to your damage roll.
Force the target to make a reaction roll (13). On a failure, the target is temporarily restrained.
Class items
- A book on ancient wonders
- A rare jewel
Character questions
Background prompts
- Where did you find your genie?
- Do you, and your genie, respect each other?
- What do you hope to accomplish using your genie?
Connection prompts
- You’ve seen me speaking with my genie. What is your impression of our relationship?
- Would you want my genie for your own ends?
- What has my genie said to you that you think is something I want to say to you?
Subclass cards
Printable via header menu
Vessel Keeper
Foundation
SPELLCAST TRAIT: Knowledge
Revival Retreat: Once per session, when you mark your last Hit Point, you may choose to go into your genie’s vessel, and clear a number of Hit Points equal to your Knowledge Trait, and reemerge.
Handy Capture: Whenever you use your Magic Touch feature to restrain a target, you may instead capture the target in your genie’s vessel. You may only capture one creature at a time. The capture ends at the end of your next rest, or if the GM spends a number of Fear equal to your Knowledge trait. You may release any captured creature at any point.
Vessel Keeper
Specialization
Group Retreat: Whenever someone else within Close range marks their last Hit Point, you may Mark a Stress, and make a spellcast roll (15). On a success, they get teleported into your vessel, clear a number of Hit Points equal to your Knowledge trait, and reemerge.
Smoke and Mirrors: Mark a Stress to escape into your vessel, gaining the Hidden condition. Your genie may move you within Close range. You maintain the Hidden condition until you make a number of action rolls equal to your Knowledge trait. Once you do so, you emerge from the vessel
Vessel Keeper
Mastery
Auspicious Retreat: You may use your Revival Retreat feature twice per session. Additionally, whenever you use your Revival Retreat, or your Group Retreat features, the creature benefiting may also gain 1d4 Hope, or clear 1d4 Stress.
Catch and Release: Whenever you use your Handy Capture ability, if you release the creature, you may Mark a Stress, and make a Spellcast roll against the creature. On a success, the creature obeys your command for a number of action rolls equal to your Knowledge Trait.
Corrupter
Foundation
SPELLCAST TRAIT: Presence
The Price of Power: Whenever you use your Wishcasting ability, you may make it a Critical Success, but the GM gains a Fear.
Exhaustive Power: Whenever you make a successful attack, Mark a Stress to add a level of Proficiency.
Corrupter
Specialization
Tainted Wish: Whenever you force a creature to mark their last Hit Point, you may gain a Wishcasting token.
Cursed Touch: Whenever you use your Magic Touch ability, you may Spend an additional Hope to clear one Hit Point. You may instead clear a number of Hit Points equal to the amount the target marked, but the GM gains a Fear.
Corrupter
Mastery
Corruptive Success: Mark 2 Stress. Until the scene ends, whenever you roll with Fear, it always counts as a success.
Cursed Power: Whenever you use your Exhaustive Power ability, you may choose not to Mark a Stress, but if you do, the GM gains a Fear.
Enchanting
Foundation
SPELLCAST TRAIT: Presence
Charm Offensive: Whenever you make a successful attack, you may Mark a Stress to force the Target to make a reaction roll (14). On a failure, the creature is Charmed by you, and has disadvantage on attacks against you, and you gain advantage on all rolls against them. You may Charm a number of creatures equal to your Presence trait. The Charmed condition ends if you attack the creature, the GM spends a number of Fear equal to your Presence trait, or the creature marks its last Hit Point.
Enchanting
Specialization
Charm Defensive: Whenever you mark an Armor Slot, Mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, the creature becomes Charmed.
The Art of Seduction: You may spend a long rest Downtime activity teaching everyone you rest with how to Charm others. You may spend a short rest Downtime activity teaching a number of people up to your Presence trait who you are resting with how to Charm others. Whoever you teach may use your Charm Offensive ability until your next rest.
Enchanting
Mastery
Wishful Teasing: You may automatically end the Charmed condition on a target. When you do so, you may gain a Wishcasting token.
Crushing Dreams: When you attack a Charmed creature, you may roll a d8 as your advantage die. If you make a successful attack roll against a Charmed creature, you may add a level of Proficiency to the damage roll.
Shaper
Foundation
SPELLCAST TRAIT: Instinct
Elemental Hands: When you use your Magic Hands ability to do additional damage, your additional damage die becomes 1d10. When you use your Magic Hands ability to restrain the target, you may choose one of the following effects:
Air: On a failed reaction roll, you may move the target anywhere within Close range.
Water: On a failed reaction roll, you may clear 1 Hit Point.
Earth: On a failed reaction roll, the target also marks a Stress.
Fire: On a failed reaction roll, the target also takes the additional magic damage.
Shaper
Specialization
Embody Elements: Mark a Stress, and Make a Spellcast roll (16). On a success, you gain a number of Armor Slots equal to your Instinct trait. You mark these slots first, and they may not be cleared. They last until your next rest. When you mark one of these Armor Slots, you may force the attacker to make a reaction roll (15). On a failure, they take d8 + your Instinct Trait magic damage using your proficiency.
Shaper
Mastery
Elemental Handshake: Your Elemental Hands improve. Now when you use your Magic Hands ability to do additional damage, your additional damage die becomes 2d10. When you use your Magic Hands ability to restrain the target, you may choose 2 of the options.
Genie Tamer
The Genie Tamer is someone who has found a genie, and has managed to gain control over them to advance their own agenda. Controlling a genie is no easy task though. While genie and Genie Tamer work together, their personalities might conflict, and it takes a lot of effort on the part of the Genie Tamer to expert control. Still, the power they offer is worth it to the Genie Tamer, and as much as the genie might tease the Genie Tamer, genies like to be out-and-about, so they tag along. They might eventually form a more genuine bond. But being alone with a genie also can take its toll on you, and the genie, so Genie Tamers often seek others for company, which the genies also like, because it gives them more targets for their mischief.
Domains
Codex + Summon
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A book on ancient wonders
- • A rare jewel
Genie Tamer’s Hope Feature
Wish Refillment : Spend 3 Hope to replenish your Wishcasting tokens.
Class Features
Wishcasting
At the beginning of the session, place a number of tokens equal to your Spellcast trait on your character sheet. Whenever you make a spellcast roll, you may spend a token to make the roll a success with Hope. You regain all your tokens after a rest. At the end of the session, clear all unspent tokens.
Magic Touch
Whenever you make a successful attack roll, you may spend a Hope to activate one of the following effects: Add 1d8 Magic damage to your damage roll. Force the target to make a reaction roll (13). On a failure, the target is temporarily restrained.
Genie Tamer Subclasses
Choose either the Vessel Keeper or Corrupter subclass.
Vessel Keeper
Use your genie's vessel to heal, trap, and cause confusion.
Spellcast Trait
Knowledge
Foundation Features
Revival Retreat: Once per session, when you mark your last Hit Point, you may choose to go into your genie’s vessel, and clear a number of Hit Points equal to your Knowledge Trait, and reemerge.
Handy Capture: Whenever you use your Magic Touch feature to restrain a target, you may instead capture the target in your genie’s vessel. You may only capture one creature at a time. The capture ends at the end of your next rest, or if the GM spends a number of Fear equal to your Knowledge trait. You may release any captured creature at any point.
Specialization Feature
Group Retreat: Whenever someone else within Close range marks their last Hit Point, you may Mark a Stress, and make a spellcast roll (15). On a success, they get teleported into your vessel, clear a number of Hit Points equal to your Knowledge trait, and reemerge.
Smoke and Mirrors: Mark a Stress to escape into your vessel, gaining the Hidden condition. Your genie may move you within Close range. You maintain the Hidden condition until you make a number of action rolls equal to your Knowledge trait. Once you do so, you emerge from the vessel
Mastery Feature
Auspicious Retreat: You may use your Revival Retreat feature twice per session. Additionally, whenever you use your Revival Retreat, or your Group Retreat features, the creature benefiting may also gain 1d4 Hope, or clear 1d4 Stress.
Catch and Release: Whenever you use your Handy Capture ability, if you release the creature, you may Mark a Stress, and make a Spellcast roll against the creature. On a success, the creature obeys your command for a number of action rolls equal to your Knowledge Trait.
Corrupter
Gain additional power at a cost.
Spellcast Trait
Presence
Foundation Features
The Price of Power: Whenever you use your Wishcasting ability, you may make it a Critical Success, but the GM gains a Fear.
Exhaustive Power: Whenever you make a successful attack, Mark a Stress to add a level of Proficiency.
Specialization Feature
Tainted Wish: Whenever you force a creature to mark their last Hit Point, you may gain a Wishcasting token.
Cursed Touch: Whenever you use your Magic Touch ability, you may Spend an additional Hope to clear one Hit Point. You may instead clear a number of Hit Points equal to the amount the target marked, but the GM gains a Fear.
Mastery Feature
Corruptive Success: Mark 2 Stress. Until the scene ends, whenever you roll with Fear, it always counts as a success.
Cursed Power: Whenever you use your Exhaustive Power ability, you may choose not to Mark a Stress, but if you do, the GM gains a Fear.
Background Questions
Answer any of the following, or create your own.
- • Where did you find your genie?
- • Do you, and your genie, respect each other?
- • What do you hope to accomplish using your genie?
Connections
Ask one of the following, or improvise.
- • You’ve seen me speaking with my genie. What is your impression of our relationship?
- • Would you want my genie for your own ends?
- • What has my genie said to you that you think is something I want to say to you?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.