Janni (5e Race)

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Janni[edit]

Oh, I come from a land, from a faraway place where the caravan camels roam. Where it's flat and immense and the heat is intense. It's barbaric, but hey, it's home. -Unknown Genie Bard

Physical Description[edit]

Among humanoids, jann most often resemble large, attractive, dark-skinned half-elves. They are usually about a foot taller and at least a little bulker than their material counterparts, though even the shortest, slightest janni can outlift all but the mightiest human thanks to their supernatural strength. Fittingly, almost all jann have a chiseled musculature without any dehydration or deprivation, though they can still grow fat with purposeful overindulgence. Their skin is usually some shade of brown, gold, or tan, making it easy for jann to walk amongst humanoids in desert areas without attracting notice for anything other than their height. The eyes of a janni come in almost every color and in hues much more vivid than those found in humanoids. Internally, jann are similar to humans in organ structure, but their bodies tend to be more mutable on a magical level.

History[edit]

Jann are the weakest form of genies formed not on a singular elemental plane, but in the Elemental Chaos between them. As such, the jann on the elemental planes have often found themselves forced into service or slavery to their mightier kin. Consequently, many have escaped to the Material Plane over the millennia to the point where most jann live there in semi-nomadic desert tribes rather than their birth realm. There the jann discovered they could sustain their population through biological reproduction within their own people or, much more rarely, with other genies. In the modern day, most jann have been formed through this process rather than spontaneous elemental formation.

All jann, other than a few very powerful spellcasters, are incapable of granting wishs. If raised into most forms of undeath, a janni will rise not as a normal zombie or ghoul, but a wily shape changing ghul-kin or, in the cases of powerful spellcasters, a great ghul.

Society[edit]

Janni tribes tended to settle around oases deep in deserts, though plenty venture out to interact with local humanoids for both trade and intelligence gathering. In many hot environments, janni can be found acting as guides or provisioners for those less able to adapt to the heat. When close to more populous settlements, janni tribes could often find themselves in a more concrete service to rulers, sometimes even genies lords stretching their authority beyond the elemental planes, but any such loyalty from the jann had to be earned through actions and respect. While tolerant of strangers, no janni will stand to be insulted or assaulted without retribution. Few jann feel any pull towards integration with broader societies and fewer still choose to reveal their non-material aspects to outsiders. Janni tribes are usually most gregarious towards outsiders on their own turf while may get social uncomfortable and skittish when forced into situations they can’t control. That said, many jann that choose to embrace adventure outside their desolate domains often find their strengths, both physical, magical, and mental, can take them far.

In their tribal enclaves, janni mystics will practice a variety of magics that can use their elemental nature for transmutations of the elements around them, or even transfers between the inner planes. Their time in the wilds has also prompted many jann to learn some minor druidic tricks like talking to animals and shapechanging. Some even learn to fly, albeit usually not as quickly as they can run.

Janni Names[edit]

Janni follow the same naming conventions as other genies. Their surnames are often, but not always, preceded by an uncapitalized al- suffix.

Male: Faisalaan, Ishahim, Jawammam, Kaarah, Mahballah, Najif, Saahooz, Yoosikh

Female: Aqaal, Asoomba, Fatinaan, Labif, Marzila, Namaatif, Siraiba, Zeenina

Surname: Iyi, Khairi, Miqdeem, Nazmaimaan, Ridwalaan, Qun, Tufooq, Unaddiq

Janni Traits[edit]

Desert dwelling genies that can easily pass as handsome humanoids.
Ability Score Increase. Your Intelligence score increases by 2 and your Charisma score increases by 1.
Age. Jann live up to 300 years.
Alignment. Jann tend towards a neutral alignment.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Chaos Charm. You know the control flames, gust, mold earth, or shape water cantrip (choose 1 when you select this race). During a long rest, you can replace the cantrip you know with a different option from this trait. After you replace the cantrip gained from this trait, you cannot replace the new cantrip for 1d4 days. Intelligence, Wisdom, or Charisma is your spellcasting ability for these cantrips (choose 1 when you select this race).
Desert Arcana. Starting at 3rd level, you can cast the speak with animals spell with this trait. Starting at 5th level, you can cast the enlarge/reduce spell without requiring a material component. Once you cast each spell with this trait, you can’t do so again until you finish a long rest. You can also cast them using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose 1 when you select this race).
Elemental Resistance. You have resistance to acid, cold, fire, or lightning damage (choose 1 when you select this race). During a long rest, you can replace this damage resistance with a different option from this trait. After you replace the resistance gained from this trait, you cannot replace the new resistance for 1d4 days.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Primordial.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0'' +2d6 200 lb. × (2d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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