Table of Contents

Djinn

Djinns descend from two ancient genie lines from the high deserts of Kaldar, storm and shadow. While generally the two share the same overall culture and physical characteristics, tall and slender frames, angular features, too long limbs, and a pale blue-grey skin tone, their natural abilities and affinities vary wildly. Djinn originate from, and mostly have kept themselves to the region of, the high deserts of Kaldar. Though occasional settlements can be found on the Aeshian side of the border. Djinn society is secretive, formal, and conservative. Djinn favor bold styles and garish colors in their garments, relishing in the attention they bring and are seen as a status symbol. The more ornate the designs the more prestige. This custom is somewhat at odds with their secretive and formal nature.

A life at odds

Cherish privacy, enjoy wearing flashy clothes

A life of secrecy

Descendants of genie, and remember ancient grudges.

Djinn Traits

Ability Score Increase. Your Wisdom score increases by 2.
Age. Djinn reach full maturity in their late 20’s, and typically live into the early two hundreds.
Alignment. The ancestors of modern day Djinn were mana elementals, beings of raw magical power, due to this ancestry they are typically associated with the chaotic spectrum of alignment.
Size. Djinn are between 5 ft. and 6 ft. tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Mystical. At third level you may choose one first level spell to cast 1 time per short or long rest. This spell may be from any class spell list.
Subrace. As a Djinn you have access to two subraces, the primordial Storm Djinn who are masters of the weather, and the fey like Shadow Djinn who blend into darkness and hold their own company.
Languages. You can speak, read, and write Common, Primordial, and Sylvan.

Storm Djinn

Storm Djinn are born with the ability to manipulate lighting and thunder, with the oldest and most powerful among them said to be able to summon great thunderstorms. Storm Djinn make up the face of the race, and more easily adapt to life outside an Ummah.

Ability Score Increase. Your Charisma score increases by 1.
Stormsurge. You may create a storm that is a 10-foot by 10-foot square within 60 feet of you that you can see. Any creatures that start or end their turn in this storm must succeed on a dexterity save or take 1d6 lightning damage. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your stormsurge, you can’t use it again until you complete a short or long rest.
Thunderclap. Once per short rest you may create a cone of thunderous noise in front of you by clapping your hands. This cone extends out 15 feet and only affects creatures that can hear. Any creature caught in this cone must succeed on a constitution saving throw, with a DC of 10+ your Wisdom modifier + your proficiency bonus, or become Stunned for 1 round.
Damage Resistance. You are resistant to Thunder and Lightning damage.

Shadow Djinn

Shadow Djinn are born holding the essence of the night itself within them, and can fully hide themselves in shadow. They are able to slip unseen in even the brightest of shadows. Shadow Djinn are often introverted, preferring to hide in crowds but not participate in group activities.

Ability Score Increase. Your Dexterity score increases by 1.
Darkvision. Your ancestors spent their lives cloaked in shadow and developed their eyes to see through the murky depths of shadows. You have the ability to see in the dark out to 60 ft.
Shadowstep. You may teleport to any shadow large enough to hide you as long as it is within 30 feet of you and you can see it.
Forcepush. Once per short rest you may create a cone of force in front of you by extending your hand outwards. This cone extends out 15 feet in front of you. Any creatures caught in this cone must succeed on a dexterity saving throw, with a DC of 10+ your Wisdom modifier + your proficiency bonus, or be forced back to the edge of the cone and knocked prone.
Hassassin. At third level, choose one of the following spells. You may cast this spell once at 1st level, increases to 3 times at 6th level, 4 times at 11th level, and 5 times at 16th level.

After you use this ability, you can’t use it again until you complete a short or long rest. In addition, you may choose one cantrip of your choice.