The djinn-blessed are humans descended from the union of humans and a djinn, a genie of elemental air. The djinn are known to be friendly with humans, though they enjoy their reputation as tricksters as well. Their fondness for humans has naturally led to the occasional offspring, and now there are more than a few who descend from them, carrying the blessings of this unique ancestry.

Ancestral Traits

Those blessed by djinn ancestry appear humanoid, with blue skin of varying shades.They more often than not have dark hair and eyes, though not always. Your djinn-blessed character has several distinctive features due to this ancestry.

Age. Djinn-blessed mature at the same rate as humans and live for about as long.

Size. Djinn-blessed are human in size and shape, though tend to be tall and athletic. Your size is Medium.

Speed. Your base speed is 30 feet.

Senses. Darkvision. Because of the magical creatures in their ancestry, djinn-blessed can see in darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Friend of the Storms. Because their ancestors were creatures of elemental air, djinn-blessed are less vulnerable to the energies of sky and storm. You are resistant to lightning and thunder damage.

Cultural Traits

Djinn-blessed communities are not common, as those of djinn-blessed ancestry tend to wander from place to place, traveling where the wind takes them. When they do settle down and form communities, however, these villages tend to be informal and disorganized places, feeling more like temporary communes than long-established bastions.

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score by 1.

Alignment. Djinn-blessed communities are full of free-spirited folk who change their minds as often as the wind. As such, their communities tend toward chaos, though away from evil.

Elemental Magic. Djinn-blessed communities enjoy passing along the magical traditions that their djinn-blessed ancestral members learned from their forebears. You know the shocking grasp cantrip and can cast it without its material component. When you reach 3rd level, you can cast the thunderwave spell once with this trait. When you reach 5th level, you can cast the gust of wind spell once with this trait, without its material component. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You speak, read, and write Common and Auran.

Section 15: Copyright Notice

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