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=Djinni=
 
=Djinni=
 
<onlyinclude>[[Summary::Djinn are the genies of the Elemental Plane of Air. They tend to be independent of spirit, meaning of course that they want to be as far as possible from anyone they consider their equal or superior, but inferiors, like mortals, are perfectly OK.]]
 
<onlyinclude>[[Summary::Djinn are the genies of the Elemental Plane of Air. They tend to be independent of spirit, meaning of course that they want to be as far as possible from anyone they consider their equal or superior, but inferiors, like mortals, are perfectly OK.]]
* '''Medium Size''', although most take the [[Large Size (3.5e Feat)|Large Size]] feat
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* '''Medium Size''', although most take the [[Large Size (3.5e Feat)|Large Size]] feat.
* 20' base land speed
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* 20' base land speed.
* 60' Fly speed (Perfect maneuverability)
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* 60' Fly speed (Perfect maneuverability).
* '''[[SRD:Outsider Type|Outsider Type]]''', [[SRD:Extraplanar Subtype|Extraplanar]] and [[SRD:Air Subtype|Air]] subtypes
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* '''{{Property Link|Type|SRD:Outsider Type|Outsider Type}}''', {{Property Link|Subtype|SRD:Extraplanar Subtype|Extraplanar}} and {{Property Link|Subtype|SRD:Air Subtype|Air}} subtypes
* '''Outsider Traits:''' [[SRD:Darkvision|Darkvision]] 60' and [[SRD:Low-light vision|Low-light Vision]], no need to eat or sleep
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* '''Outsider Traits:''' [[SRD:Darkvision|Darkvision]] 60' and [[SRD:Low-Light Vision|Low-Light Vision]], no need to eat or sleep.
* '''+1 Natural Armor bonus to AC'''
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* '''+1 Natural Armor bonus to AC'''.
* Two '''slam''' natural weapons for 1d6 damage at medium size
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* Two '''slam''' natural weapons for 1d6 damage at medium size.
* {{Property Link|Racial Ability Adjustments|SRD:Dexterity|+4 Dexterity}}, {{Property Link|Racial Ability Adjustments|SRD:Charisma|+2 Charisma}}: Djinn are incredibly nimble, and possess the same natural charisma as all genies do.
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* '''{{Property Link|Racial Ability Adjustments|SRD:Dexterity|+4 Dexterity}}, {{Property Link|Racial Ability Adjustments|SRD:Charisma|+2 Charisma}}:''' Djinn are incredibly nimble, and possess the same natural charisma as all genies do.
* Minimum Level: 6
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* [[SRD:Level Adjustment|Level Adjustment]]: +[[Level Adjustment::3]]
 
* '''Favored Classes:''' {{Property Link|Favored Class|Genie (3.5e Class)|Genie}} and {{Property Link|Favored Class|Marshal (3.5e Class)|Marshal}}
 
* '''Favored Classes:''' {{Property Link|Favored Class|Genie (3.5e Class)|Genie}} and {{Property Link|Favored Class|Marshal (3.5e Class)|Marshal}}
 
* '''Automatic Languages:''' Auran and Common.  Bonus languages: Abyssal, Aquan, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Terran, and Umbral
 
* '''Automatic Languages:''' Auran and Common.  Bonus languages: Abyssal, Aquan, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Terran, and Umbral
  
Most djinn are either classed Genies or start with seven outsider hit dice.  In the latter case, they gain the Air Mastery and Whirlwind abilities of a classed genie.  They also gain the spell-like abilities [[SRD:Invisibility|''Invisibility'']] at will (self only), and once per day each may use [[SRD:Create Food and Water|''Create Food and Water'']], ''Create Wine'' (as [[SRD:Create Water|''Create Water'']], but wine instead), [[SRD:Major Creation|''Major Creation'']] (created vegetable matter is permanent), [[SRD:Persistent Image|''Persistent Image'']], and [[SRD:Wind Walk|''Wind Walk'']], plus a version of [[SRD:Gaseous Form|''Gaseous Form'']] that lasts for one hour, in addition to the [[SRD:Plane Shift|''Plane Shifting'']] and telepathic abilities of the Genie class.  All of these have a caster level equal to the Djinni's hit dice.  Those with outsider hit dice always take the [[Large Size (3.5e Feat)|Large Size]] feat.</onlyinclude>
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They gain the Air Mastery and Whirlwind abilities of a classed genie.  They also gain the spell-like abilities [[SRD:Invisibility|''Invisibility'']] at will (self only), and once per day each may use [[SRD:Create Food and Water|''Create Food and Water'']], ''Create Wine'' (as [[SRD:Create Water|''Create Water'']], but wine instead), [[SRD:Major Creation|''Major Creation'']] (created vegetable matter is permanent), [[SRD:Persistent Image|''Persistent Image'']], and [[SRD:Wind Walk|''Wind Walk'']], plus a version of [[SRD:Gaseous Form|''Gaseous Form'']] that lasts for one hour, in addition to the [[SRD:Plane Shift|''Plane Shifting'']] and telepathic abilities of the Genie class.  All of these have a caster level equal to the Djinni's hit dice.  Those with outsider hit dice always take the [[Large Size (3.5e Feat)|Large Size]] feat.</onlyinclude>
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{{3.5e Races Breadcrumb}}<br>
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{{Book of Elements Races Breadcrumb}}
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[[Category:3.5e]]
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[[Category:User]]
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[[Category:Race]]
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[[Category:Tome]]
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[[Category:Libram]]
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[[Category:Book of Elements]]
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Latest revision as of 15:51, 5 September 2015

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Author: IGTN (talk)
Date Created: 2010
Status: Essentially complete
Editing: Clarity edits only please
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Djinni[edit]

Djinn are the genies of the Elemental Plane of Air. They tend to be independent of spirit, meaning of course that they want to be as far as possible from anyone they consider their equal or superior, but inferiors, like mortals, are perfectly OK.

  • Medium Size, although most take the Large Size feat.
  • 20' base land speed.
  • 60' Fly speed (Perfect maneuverability).
  • Outsider Type, Extraplanar and Air subtypes
  • Outsider Traits: Darkvision 60' and Low-Light Vision, no need to eat or sleep.
  • +1 Natural Armor bonus to AC.
  • Two slam natural weapons for 1d6 damage at medium size.
  • +4 Dexterity, +2 Charisma: Djinn are incredibly nimble, and possess the same natural charisma as all genies do.
  • Level Adjustment: +3
  • Favored Classes: Genie and Marshal
  • Automatic Languages: Auran and Common. Bonus languages: Abyssal, Aquan, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Terran, and Umbral

They gain the Air Mastery and Whirlwind abilities of a classed genie. They also gain the spell-like abilities Invisibility at will (self only), and once per day each may use Create Food and Water, Create Wine (as Create Water, but wine instead), Major Creation (created vegetable matter is permanent), Persistent Image, and Wind Walk, plus a version of Gaseous Form that lasts for one hour, in addition to the Plane Shifting and telepathic abilities of the Genie class. All of these have a caster level equal to the Djinni's hit dice. Those with outsider hit dice always take the Large Size feat.


Back to Main Page3.5e HomebrewRaces
Back to Main Page3.5e HomebrewSourcebooksBook of ElementsRaces of the Elements

Facts about "Djinn (3.5e Race)"
AuthorIGTN +
Favored ClassGenie + and Marshal +
Identifier3.5e Race +
Level Adjustment3 +
Racial Ability Adjustments+4 Dexterity + and +2 Charisma +
Rated ByEnigma +, Eiji-kun + and Leziad +
RatingRating Pending +
SubtypeExtraplanar + and Air +
SummaryDjinn are the genies of the Elemental Plane of Air. They tend to be independent of spirit, meaning of course that they want to be as far as possible from anyone they consider their equal or superior, but inferiors, like mortals, are perfectly OK. +
TitleDjinn +
TypeOutsider Type +