Homebrew Djinn Species Details

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.

LIVING LEGENDS
Th e first djinn were once human, so they have the
same sizes and shapes found among humanity. They were able to choose their humanoid form; for reasons known only to themselves, some look incredibly rotund or old rather than appearing handsome or young. Djinn can have any skin, eye, or hair colour, though they usually select one uncommon in humans so they stick out. They can discorporate their form
 into smoke, but they try to keep the upper body, head, or face visible when transformed this way. Djinn are cheerful, never taking a day of freedom for granted. They know the dangers of the easy way out, so they can be critical of magic users. Djinn dislike those known to tempt mortals, including daemons and demons, and are hesitant to trust them despite efforts to overcome such prejudice.

Objects imbued with the same magic djinn use to enter their vessels have become commercially available to adventurers. They allow the user to transport vehicles and non-sentient animals for quick deployment when traveling. These are typically hollow objects such as bottles. The contents need to be removed occasionally or they might break the vessel and destroy everything within. The same effect can be replicated with Tokyoto technology, where physical matter is "data-ized" and stored in advanced devices.

WISH MASTERS
The first djinn was a sorcerer from ancient Cazirah who wished to use the infernal properties of the Arcanoscape to gain godlike power. He succeeded but became unstable, so he bound himself to an oil lamp—an anchor—on the Mortal Plane so as not to explode in a colossal blast. To vent the build-up of magical energy and stabilize himself, he began granting wishes. He created children and distributed their vessels throughout the Sharex and Mazran regions. Each wish a djinn granted would siphon off a little bit more of the Archdjinn’s magic. When the thief-king Aladdin fell in love with his djinn, he wanted to free her and her kind, so he wished for their freedom with his final wish. The Archdjinn, however, remained confined within his lamp. Djinn can be found across Arcana, though most remain around the Sharex and Mazran regions where they scour ancient ruins in search of slumbering djinn still trapped inside their vessels. They are no strangers to larger settlements and are eager to make new friends who can help them with their search.

 

Djinn Traits

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.

Djinni Movement

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

Ability Score Increase

Your Charisma score and wisdom score increases by either 2 or 1.

Age

Djinn are ageless adults.

Alignment

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

Rarity

Mythical. Few would expect to encounter a djinn, let alone control one.

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 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 aſter 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 aſter you finish along rest.

Languages

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

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