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Irian Origin Feats

Feat Level ASI Benefits
Blinding Spell 10 When casting a radiant spell, foes who fail their saves are blinded 1 rd, 1/SR.
Blinding Strike 5 When struck in combat, foe makes a Con save or is blinded 1 rd. (reaction) 1/SR; Intimidation proficiency.
Brightsoul Glow 1 Int, Wis or Cha Adv. vs. blindness, gain cantrip buff; light → radius increases; sacred flame → damage increases; spare the dying → heals 1d8+statmod
Elemental Reprisal 6 When struck in combat, deal 2d6 elemental damage (reaction) 1/SR.
Elemental Spellpower 4 Int, Wis or Cha When you cast an energy spell matching your origin, add spellcasting mod to damage.
Elemental Vitality 6 Con After evading death, immediately spend 1 hit die and recover hp.
Eyes of Irian 5 Adv. to all vision Perception checks; specific acuity benefits.
Lightbearer's Presence 1 Con or Wis Survival proficiency; adv. to Survival outdoors on a sunny day.
Lightbearer's Sight 1 Con or Wis Gain 60 ft. darkvision or +60 ft. to it; adv. to Perception vs. invisibility.
Planar Scholar 1 Int or Wis Arcana proficiency; adv. to Arcana re your plane, its djinn, or related topics.
Radiant Rejuvenation 3 Con or Wis During a short rest, when spending hit dice, gain the max roll; 1/LR.
Legend
1/SR Usable once per short rest
adv. advantage
hp hit points
Blinding Spell

The brilliance of Irian suffuses your magic, searing the eyes of those who fail to resist it.

Prerequisite: 10th level, Djinnasi (Irian) origin

Benefit: When you cast a spell that deals radiant damage, you can choose to channel blinding brilliance into it. Each creature that fails its saving throw against that spell is also blinded until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a short or long rest. A creature that is immune to the blinded condition is unaffected by this feature.

Blinding Strike

The fire or radiance within you lashes out when you are struck, dazzling your foes.

Prerequisite: 5th level, Djinnasi (Fiernian or Irian) origin

Benefits:

  • When a creature hits you with a melee attack, you can use your reaction to unleash a flash of elemental brilliance. The attacker must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution or Charisma modifier) or be blinded until the beginning of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.

  • You gain proficiency with the Intimidation skill.

Brightsoul Glow

Your inner light radiate outward, protecting you from blindness and empowering your magic.

Prerequisites: 1st level, Djinnasi (Irian) origin

Benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You have advantage on saving throws against the blinded condition.

  • You gain a third benefit depending on what cantrip you gains from the Irian origin:

  • Light: The radius of the light increases to 20 ft. of bright light and 20 ft. of dim light beyond that.

  • Sacred Flame: When you cast sacred flame, you can add your Intelligence, Wisdom, Charisma modifier (your choice when you pick this feat) to the damage.

  • Spare the Dying: When you stabilize a creature with spare the dying, the creature also regains hit points equal to 1d8 plus your Intelligence, Wisdom or Charisma modifier (your choice when you pick this feat).

Special: Once you choose the ability modifier for this feat, it cannot be changed.

Elemental Reprisal

The raw power of your elemental heritage lashes out when you are wounded.

Prerequisite: 6th level, Djinnasi (any) origin

Benefit: When a creature hits you with a melee attack, you can use your reaction to channel your elemental essence in retaliation. The attacker takes 2d6 damage of the type associated with your origin. The damage type is determined by your plane of origin:

Origin Damage type
Fiernia Fire
Golubbh Cold
Irian Radiant
Mabar Necrotic
Ossura Acid
Risia Cold
Syrania Lightning

The damage increases to 3d6 at 11st level and 4d6 at 17th level. Once you use this feature, you cannot use it again until you finish a short or long rest.

Elemental Spellpower

Your elemental heritage strengthens your spellcasting.

Prerequisite: 4th level, Djinnasi (any) origin

Benefits:

  • When you cast a spell that deals the damage type tied to your origin, you add your spellcasting ability modifier to damage rolls of that damage type.
Origin Damage type
Fiernia Fire
Golubbh Cold
Irian Radiant
Mabar Necrotic
Ossura Acid
Risia Cold
Syrania Lightning
  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Elemental Vitality

Your elemental essence pulls you back from the brink of death.

Prerequisite: 6th level, Djinnasi (any) origin

Benefits:

  • Increase your Constitution score by 1, to a maximum of 20.

  • When you evade death and regain consciousness, your elemental vitality flares. You immediately roll one of your Hit Dice and regain hit points equal to the result + your Constitution modifier. This normally uses one of your hit dice; however if you have none left you still gain this benefit.

Origin Presentation
Fiernia Sparks and embers leap from your body.
Golubbh Mist or icy droplets swirl around you.
Irian You radiate a momentary flash of brilliance.
Mabar A ripple of darkness passes over you.
Ossura Your skin briefly hardens like stone.
Risia Frost crystals shimmer across your skin.
Syrania A gust of wind rushes outward from you.
Eyes of Irian

The radiant spark of Irian sharpens your vision beyond mortal limits.

Prerequisite: 5th level, Djinnasi (Irian) origin

Benefits:

  • You have advantage on Wisdom (Perception) checks that rely on sight.

  • You can discern fine details, such as inscriptions, tool marks, or subtle facial expressions, at twice the normal distance.

  • For purposes of noticing distant creatures or objects, you can see twice as far as normal in bright light.

  • At close range, you can perceive details that would normally require inspection.

  • You can see normally in dim light as if it were bright light.

Lightbearer's Presence

The radiant calm of Irian infuses you, steadying your spirit beneath the open sky.

Prerequisite: 1st level, Djinnasi (Irian) origin

Benefits:

  • Increase your Wisdom or Constitution score by 1, to a maximum of 20.

  • You gain proficiency in the Survival skill.

  • While outdoors on a sunny day, you have advantage on Wisdom (Survival) checks.

Lightbearer's Sight

Your elemental sight sharpens with the glow of fire or light.

Prerequisite: 1st level, Djinnasi (Fiernian or Irian) origin

Benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.

  • You gain darkvision to a range of 60 ft. If you already have darkvision, its range increases by 60 ft.

  • You have advantage on Perception checks made to detect invisible creatures.

Planar Scholar

Your elemental heritage grants you insight into the workings of your home plane.

Prerequisite: 1st level, Djinnasi (any) origin

Benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

  • You gain proficiency in the Arcana skill.

  • You have advantage on Intelligence (Arcana) checks concerning your plane of origin, the djinn of that plane, plus associated topics:

Plane Element Topic
Fiernia Fire Fiernia, the Ifrit, plus fire, flame, and elemental combustion
Ossura Earth Ossura, the Dao, plus stone, metal, and elemental endurance
Golubbh Water Golubbh, the Marid, plus water, ice, acid, and elemental fluidity
Syrania Air Syrania, the A'asht, plus wind, storms, and elemental motion
Irian Light Irian, the Ravid, plus radiant power, illumination, and celestial phenomena
Risia Frost Risia, the Qorrash, plus cold, ice, and preservation through stillness
Mabar Shadow Mabar, the Khiäl, plus darkness, secrecy, and necrotic or psychic forces
Radiant Rejuvenation

The vitality of Irian infuses your rest, allowing your light to restore you more fully.

Prerequisite: 3rd level, Djinnasi (Irian) origin

Benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.

  • Once per long rest, when you finish a short rest, you may choose to maximize the healing from Hit Dice you spend. For that rest only, each Hit Die you spend restores the maximum possible value instead of rolling.