Jinn Iere

Your Source is a fragment of a fire jinn, a being of smokeless flame born from the winds of the burning world. The bond reshapes you with every level, giving you command of heat, illusion, and elemental majesty. You are not cursed, you are becoming something feared, revered, and impossible to contain.

Jinn Iere Features

Adorcist LevelFeature
1Flame-Touched, Elemental Bond, First Transformation
5Ashen Authority, Second Transformation
10Smokeform Mantle, Third Transformation
15Fireheart Ascension, Capstone Transformation

(1st Level)

Flame-Touched

You gain resistance to fire damage.
When you cast a spell of 1st level or higher that deals fire or psychic damage, or that charms or frightens, you can move 10 feet without provoking opportunity attacks, a flicker of smoke trails behind you.

Elemental Bond

Your fire jinn symbiote grants you:

  • Minor Illusion (Enhanced): You know the Minor Illusion cantrip. When you cast it, you can create faint movement (like smoke drifting, fire flickering, or shifting shadows).
  • Primordial Tongue: You speak Primordial, and can understand Auran or Ignan dialects.
  • Presence of Flame: You have advantage on saving throws against extreme heat or exhaustion from heat-based environments.

Jinn Iere Spell List

(does not count against spells known — granted at subclass milestones)

Cantrips

Minor Illusion (enhanced), Prestidigitation, Fire Bolt, Friends

1st Level

Hellish Rebuke, Disguise Self, Burning Hands

First Transformation

Your skin gains a bronze, obsidian, or copper-red tint. Your eyes glow like coals, and smoke occasionally escapes your nostrils or fingers when you cast a spell.

(5th Level)

Ashen Authority

You can invoke the will of the jinn to unleash your power:
Choose one spell from: Suggestion, Crown of Madness, Scorching Ray, or Pyrotechnics.
You may cast this spell once per long rest without a casting check. You may cast it again by spending Source Well dice.

Jinn Iere Spell List

(does not count against spells known — granted at subclass milestones)

2nd Level

Mirror Image, Scorching Ray, Pyrotechnics

3rd Level

Fireball, Counterspell, Major Image

Second Transformation

Your voice reverberates with heat distortion, and flames seem to flicker in your shadow. Your skin grows unnaturally warm to the touch, like sunbaked stone.

(10th Level)

Smokeform Mantle

When you cast a spell of 1st level or higher, you can wrap yourself in dancing fire and smoke for 1 minute:

  • You gain advantage on Dexterity saving throws.
  • Creatures of your choice within 10 ft have disadvantage on attacks against you.
  • When you take damage, you can use your reaction to become smoke and teleport up to 10 ft to an unoccupied space you can see.

Uses: 1 per long rest, or spend 5 Source Well dice to use again.

Jinn Iere Spell List

(does not count against spells known, granted at subclass milestones)

4th Level

Greater Invisibility, Phantasmal Killer

5th Level

Synaptic Static, Wall of Fire

Third Transformation

Your hair becomes smoke, embers float from your skin, and your clothes flow like heat distortion. You are half fire, half myth.

(15th Level)

Fireheart Ascension

Once per long rest, you can become a radiant being of smokeless flame for 10 minutes:

  • You gain a flying speed equal to your walking speed.
  • Spells you cast deal +1 fire or psychic damage per level.
  • You can cast Synaptic Static or Wall of Fire once without a casting check.
  • You shed bright light in a 20-foot radius and dim light for 20 more.

Jinn Iere Spell List

(does not count against spells known, granted at subclass milestones)

6th–9th (Capstone only)

Investiture of Flame, Mass Suggestion, Power Word Pain

Capstone Transformation

You now appear as a living jinn when empowered. Your body pulses with radiant flame, your voice shakes the air, and your presence leaves heat in your wake. Even mortals can feel the elemental force behind your words.

Jinn Iere Surge Table

d12Surge Effect
1Flame Pulse: All creatures within 10 ft take fire damage equal to your proficiency bonus (CON save for half).
2Illusory Double: You gain the mirror image effect for 1 round (1 image).
3Flickerstep: Teleport 10 ft in a puff of smoke.
4Smoldering Grasp: Next melee attack deals bonus fire damage equal to your CHA modifier.
5Cinder Veil: Light smoke fills a 10-ft area, lightly obscuring it for 1 minute.
6Voice of Embers: You have advantage on Persuasion or Intimidation checks for the next minute.
7Scorching Aura: Creatures within 5 ft take 1 fire damage when starting their turn there (1 round).
8Spark of Madness: Target within 30 ft must succeed on a Wisdom save or become Frightened until the end of its next turn.
9Ignite Shadow: For 1 round, attacks against you in dim light are made at disadvantage.
10Jinn’s Whim: Reroll a failed casting check; must keep new result.
11Cleansing Flame: You end one non-magical poison or disease affecting you.
12Firestride: Until the end of your next turn, you can walk across fire, lava, or magical flame unharmed.


Comments

Please Login in order to comment!