Your magic comes from blood ties to a genie, giving you a small hint of their power.
At 1st level, choose the type of genie you are descended from. You gain resistance to the energy type associated with that elemental type.
Beginning at 6th level, whenever you cast a spell, you may spend one sorcery point to change the damage type to the energy type of your elemental heritage.
Starting at 14th level, you gain the ability to suddenly expel elemental energy. You may spend up to 5 sorcery points. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d10 damage for each sorcery point you spend on this ability, and suffers an additional effect listed below. On a successful save, the creature takes half damage.
|GENIE||DAMAGE TYPE||ADDITIONAL EFFECT|
|Djinni||Electric||Pushed 10 feet away from you|
|Efreeti||Fire||Blinded until the end of its next turn|
|Marid||Cold||Cannot take reactions until the end of its next turn|
At 18th level, your body becomes infused with raw elemental energy. As a bonus action, you can spend 5 sorcery points to draw on this energy to fuel your physical and arcane abilities. For 1 minute you become immune to critical hits, sneak attack damage, and the damage type of your elemental heritage. In addition, you gain the following movement bonus:
|Dao||Burrow 30ft, cannot be knocked prone or pushed|
|Efreeti||Movement speed increases by 10ft|
“The elements themselves run through their veins, along with a little spark of madness.”