Native people from the deepest deserts, the jinnborn claim they were the first mortals to walk the world. They say that in the beginning, all the world was a vast desert beneath a fiery sun; in those times, the jinnborn wandered where they willed, and ruled over all they saw. They refer to themselves as the sab siraat, or “people of the path.” Descended from powerful elemental creatures call jinn (singular jinni), the jinnborn manifest gifts through their lineage that help them survive their harsh home environment.
Passionate people, the jinnborn seek wealth when they can, revel in revenge when they must, and cherish close companionship always. Outsiders label them as capricious or even savage, never fully aware of the veil that hides the jinnborn’s true nature.
Jinnborn are somewhat shorter than humans, rarely growing taller than 6 feet. Their shorter stature leaves them stocky of build, and their frames are muscular and hardy— adults can easily weigh in excess of 170 pounds. Jinnborn skin tone comes in a wide range of colors from sky blue to light violet and from golden to brick red.
Secondary features such as nub horns, pointed teeth, or elemental gleams flickering deep within their eyes all mark the otherworldly heritage of the jinnborn. Nearly all jinnborn sport pointed ears, and they are fond of decorating themselves with precious metal and stone jewelry. They prefer brightly colored, loose and flowing clothing, appropriate to the burning desert days and brisk nights.
Your jinnborn character has certain characteristics in common with all other jinnborn.
Ability Score Increase. Your Constitution score increases by 2.
Age. Jinnborn reach maturity at age 16 and can live to be over 150.
Alignment. There is no single alignment among the jinnborn that typifies them all.
Size. Jinnborn are as tall as humans with stout, well‑muscled builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your jinn blood, you can see in dim light within 60 feet as though it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and one of the four elemental languages (Auran, Aquan, Ignan, or Terran). The elemental language must conform to your siraati.
Desert Dependent. For every month you remain away from the desert, you must make a DC 15 Charisma saving throw. On a failed save, you are afflicted with indefinite madness (see Madness; SRD). Roll on the table or work with your DM to determine the nature of your madness.
Negotiator. You have proficiency in the Persuasion skill.
Siraati. All jinnborn have an affinity for mystic paths, depending on the jinn patron of their tribe. Choose one of the following siraati: air, earth, fire, or water.
You can determine the specific details of your unlikely hero’s height and weight using the guidelines suggested in the racial descriptions. Remember that these are a snapshot of the average members of these races. Outliers exist in any population, allowing for vastly greater or lesser stature, or coloration outside the suggestion norm.
If you wish to randomly generate your hero’s physical characteristics, roll on the following table as appropriate for your character’s race and gender.
|Race||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Jinnborn||4′ 6″||+2d10||120 lb.||x (2d6) lb.|
Jinnborn are divided into subraces depending on the innate touch of the jinn. Choose one of the following subraces.
Speaker jinnborn bear the mark of their jinni patron, and the world must stand up and take notice. They are the guides, elders, and leaders of their tribes, as well as scouts and seekers of paths.
Ability Score Increase. Your Wisdom score increases by 1.
Favor of the Jinn. You can call upon your jinn patron to gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the relevant d20 roll. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Walker. You have advantage on saving throws against being stunned and extreme environments, and on ability checks made to navigate the wilderness and avoid losing your way.
The shaper jinnborn channel the elemental power of their tribe’s siraati. Shapers form the majority of a tribe’s warriors and protectors, and they ensure the safety of their charges with deadly dedication.
Ability Score Increase. Your Strength score increases by 1.
Elemental Strike. Once on your turn when you hit with a melee attack, you can deal an additional 1d6 damage. The damage type corresponds to your siraati (lightning for air, acid for earth, fire for fire, cold for water). You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after finishing a long rest.
Protection of the Jinn. You have resistance against a type of damage that corresponds to your siraati (lightning for air, acid for earth, fire for fire, cold for water).
Unlikely Heroes for 5th Edition © 2016 Open Design; Author: Dan Dillon.