# Djinn
> [!infobox]
> ##
> ![[Species - Djinn.webp]]
> #### **Species Information**
> | Table Header | Table Header |
> | ---- | --- |
> | Size | [[Medium]] |
> | Type | [[Humanoids\|Humanoid]], <br>[[Giants\|giant]] |
> | Darkvision | 60 ft. |
> | Height | 5.5 – 8 ft. |
> | Lifespan | Unknown |
> | Adulthood | ≈ 40 years |
> | Origin | [[The Astral]] |
> | Speeds | 30 ft. walking, <br>5 ft. hover |
> #### **Roleplay Information**
> | Table Header | Table Header |
> | ---- | --- |
> | Playable? | Yes |
Said to be the direct descendants of mæggen, djinn are remotely related to [[Goliath|goliath]]. Djinn are also believed to be the original humanoids inhabiting the four foundational planes: the elemental planes of ice, ore, sound, and electricity.
### Origin & History
They were created from the same astral dust as [[The Axioms]], and have a natural connection with the elemental planes as a result. Djinn, though not originally created on Yanis, are believed to be one of the first humanoid species inhabiting Yanis. They are innately magical beings and tend to natural casters.
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### Appearance & Biology
Djinn, like other runechildren and half-giants, tend to have cool hued gray skin and are often born with strange, runic markings all over their bodies. They tend to have white, pupilless and iris-less eyes.
Djinn cannot reproduce with other species other than their own.
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### Species Traits
> [!custom-dice-1] Darkvision.
> - [[Darkvision]] up to 60 feet.
> [!custom-dice-2] Elemental Affinity.
> Depending on your biome or environment, you may choose to absorb elemental energy and acquire the following traits until enter a new biome or environment:
>
> - **_Air & Sound Affinity._**
> - Functional in Aerial, Arctic, Coastal, Forest, Grassland, Hill, Mountain, and Air-Centric Extraplanar environments.
> - You learn the [[Gust]] and [[Thunderclap]] cantrips.
> - Resistance to [[Thunder]] damage.
> - You can hold your breath indefinitely while you’re not incapacitated.
>
> - **_Water & Ice Affinity._**
> - Functional in Arctic, Coastal, Swamp, Underwater, and Water-Centric Extraplanar environments.
> - You learn the [[Shape Water]] and [[Ray of Frost]] cantrips.
> - Resistance to [[Cold]] damage.
> - You can breathe air and water and have a swimming speed of 30 feet.
>
> - **_Fire & Jolt Affinity._**
> - Functional in Aerial, Desert, Grassland, Hill, Mountain, Subterranean, and Fire-Centric Extraplanar environments.
> - You learn the [[Produce Flame]] and [[Shocking Grasp]] cantrips.
> - Resistance to [[Fire]] or [[Lightning]] damage.
> - You cannot be set on fire or suffer from the [[Burning]] condition.
>
> - **_Earth & Ore Affinity._**
> - Functional in Desert, Grassland, Hill, Mountain, Subterranean, Urban, and Earth-Centric Extraplanar environments.
> - You learn the [[Mold Earth]] and [[Sword Burst]] cantrips.
> - Resistance to [[Bludgeoning]], [[Piercing]], or [[Slashing]] damage.
> - You gain [[Tremorsense]] with a range of 60 feet. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
>
> - **_Acid & Poison Affinity_**
> - Functional in Forest, Subterranean, Swamp, Urban, and Acid or Poison-Centric Extraplanar environments.
> - You learn the [[Acid Splash]] and [[Poison Spray]] cantrips.
> - Resistance to [[Acid]] or [[Poison]] damage.
> - You also have Advantage on saving throws you make to avoid or end the [[Poisoned]] condition.
>
> - Your spellcasting ability and modifier for the cantrips is defined by your primary class's spellcasting feature, or [[Constitution]], if your primary class isn't a class with spellcasting.
> [!custom-dice-3] Enlightened.
> - You gain a 10 ft. hover speed.
> [!custom-dice-3] Meticulous Mind.
> - [[Advantage]] on [[intelligence]], [[wisdom]], and [[charisma]] saving throws.
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## Notes
### Name Options:
Wæjin
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