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Djinn

Djinn are magical beings that live within common items, typically lanterns or oil lamps, though any object can serve. They once provided wishes to those who possessed their objects until the thief-king Aladdin released them with his final wish centuries ago. Djinn are happy to be free, though some miss their near limitless power and seek the Archdjinn, the first and worst of their kind, who might still have the ability to grant wishes.

Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. Djinn are ageless adults.

Alignment. Djinn act of their own accord, living life to its fullest and savoring their freedom. Most are chaotic good.

Rarity. Mythical.

Size. Though they may travel partially in smoke form, corporeal djinn have the same height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Djinni Magic. You know the mage hand, minor illusion, and prestidigitation cantrips. You can cast the disguise self spell, and you regain the ability to do so each time you finish a short or long rest. Charisma is your spellcasting ability for these spells, and you need no material components for them. If you are a spellcaster, you learn create food and water, fly, levitate, wind walk, and wish when you have spell slots that enable you to cast those spells. Also, if you cast fly or levitate on yourself, the duration of the spell’s effect on you is concentration, up to 1 hour.

Djinni Movement. You have proficiency in the Acrobatics skill, and you double the distance you can jump. Your semicorporeal nature also allows you to reduce the cost of moving through difficult terrain by 2 feet per foot you move.

Djinni Resistance. You have resistance to thunder damage and damage from falling.

Object Loyalty. You are charmed by a creature if that creature holds the object to which you are bound.

Heritage (Elemental). You are a humanoid, but you are considered to be an elemental whenever it is detrimental for you.

Rejuvenation. Provided the object tying you to the material world is on the same plane as you when you die, you can’t die permanently. (An object stored in an extradimensional space, such as a bag of holding, is not on the same plane as you.) Instead, you return to life with all hit points and Hit Dice 2d6 days after you die. If you need a new body, you reappear within 5 feet of your object. Magic that traps your soul prevents this trait from functioning.

Smoke Form. Using your action, you can discorporate into smoke, causing everything you’re wearing and carrying to transform with you. This form lasts while you focus on it, as if you are concentrating on a spell. You have a flying speed of 40 feet, you can hover, and you can enter and occupy the space of another creature. Also, you can move through any opening air could move through. Other creatures can enter and occupy your space. In this form, you can’t manipulate objects, attack, or cast spells, and objects that transformed with you can’t be interacted with. You can use this ability again only after you finish a long rest.

Languages. You speak, read, and write Common, and the Jinni dialect of Ethereal.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims