Djinn (4e Race)
From D&D Wiki
Djinn are semi-magical humanoids whose very essence is mixed with arcane energies.
|Average Height: 5'8"-6'6"|
|Average Weight: 150-210|
|Ability Scores: +2 Strength; +2 Wisdom or Charisma|
|Speed: 6 squares|
|Vision: Blindsight 10|
|Languages: Common, Primordial|
|Skill Bonuses: +2 Insight, +2 Bluff|
|Aerial Elemental: You are considered an elemental for the purpose of effects related to creature origin. You have the Air keyword for the purpose of effects related to that keyword.|
|Blood of Air: You gain a +5 racial bonus to Endurance checks made to recover from disease. You have resist poison equal to 5 plus half your level.|
|Resist Thunder: You gain resist thunder equal to 5 plus half your level.|
|Whirlwind: You can use the whirlwind racial power|
|Arcane Heart: Choose one wizard cantrip. You gain the use of that cantrip.|
|Elemental Heritage: When your djinn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a djinn utility power of the same level or lower.|
|Whirlwind||Djinn Racial Power|
|You summon a inverted cone of swirling air that buffets your foes around.|
|Minor Action||Close blast 3|
|Target: Each enemy in the blast|
|Effect: You slide the target 2 squares.|
Djinn have existed for eons, and their origins are all but lost in the shadow of time. Ruins speak of a great, long-lost empire of Djinn.
Play a Djinn if you want...
- To be from the elemental chaos.
- To be seeking to regain lost might and seeking lost artifacts of their race.
- To be able to fly and control the element of air.
- To be a member of a race that favors the Sorcerer, Warlock, Psion, and Fighter classes.
Playing a Djinn
Djinns are native to the Elemental Chaos, but as punishment for their role in the war against the gods, they were scattered after their defeat. Many djinns were imprisoned in worldly objects or had their powers severely curtailed. Adventuring djinn are likely to be recently freed, and seeking to regain their lost might and to reclaim the relics and cloud palaces of their old empire.
Three sample Djinn adventurers are described below.
|Walk on Air||You can fly (hover, maximum altitude 1)|
|Improved Body of Air||You are immune to disease and poison.|
Djinn Racial Utility Powers
When your djinn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a djinn utility power of the same level or lower.
|Lesser Creation||Djinn Utility 2|
|You clap your hands and summon a banquet for your guests.|
|Minor Action||Melee 1|
|Target: One unoccupied square.|
|Effect: You create a large platter of nutritious food and cups of wine of water. There is enough sustainance for one meal for 5 medium living creatures. Food and drink which is not consumed vanishes after 1 hour. The platter and cups have no value and also vanish after 1 hour.|
|Zephyr Step||Djinn Utility 16|
|You become the westard wind.|
|Effect: You teleport up to 20 squares.|