Half-Djinni

## Info

As proud, sensuous genies from the Elemental Plane of Air, the djinni are attractive, tall, well-muscled humanoids with blue skin and dark eyes.  They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.

Airy Aesthetes.  Djinn rule floating islands of clouds tuff-covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens.  As creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.  Djinn are known for their sense of mischief and their favorable attitude toward mortals.

To them, humans are very funny and amusing, which is why their slaves are often entertaining them in little shows.  Among genies, djinn deal coolly with efreeti and marids, whom they view as haughty.  They openly despise dao and strike against them with little provocation.

Masters of the Wind.  Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim.  Sometimes, they ride puffy nimbuses through the sky.  Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat.  When a djinni flies, its lower body transforms into a column of swirling air, like a tornado.

Accepting Servitors.  The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate.  As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it.  Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly.  A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance.  Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic.  Long-term service displeases a djinni, and imprisonment is inexcusable.  Djinni resent the cruel wizards that have imprisoned their kind in gemstones, iron flasks, and such throughout the ages.  Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.  Djinni are typically caught for their power to wreak havoc on the airspace of a location, making them ideal weapons in war.

Ability Score Increase.  Your Constitution score increases by 2, and your Charisma score increases by 1.

Alignment.  Djinn are wild but benevolent creatures.  As such, most are Chaotic Good,

Age.  A Genie, being an elemental being will live for as long as the elemental plane they are aligned with continues to exist.

Languages.  You can read, speak, and write Common and the Primordial.

Speed.  Your base walking speed is 30 feet.

Size.  Genies are large creatures by human standards that can measure up to 9 feet tall. They weigh as light as a feather being no heavier than a few pounds.  Your size is Medium.

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.

Winds of Flight.  As an action, you can manifest or dismiss a whirlwind that can be used to fly.  This way, your base flying speed is 30ft.  The whirlwind keeps you suspended up to 30 feet in the air and you cannot fly higher than 30 feet from the ground using this flying speed.  This effect lasts for 1 hour and once you use this feature you can't use it till you have a short or long rest.  While these effects are happening you fall according to the Feather Fall spell.

Elemental Resistance.  You have resistance to Lightning and Thunder damage.

Rainy Vulnerability.  You have vulnerability to Acid damage.

Elemental Demise.  If the djinni dies, its body disintegrates into a warm breeze, leaving behind only Equipment the djinni was wearing or carrying.

Genie Magic.  You know the Thunderclap cantrip.  When you reach 3rd level, you can cast the Warding Wind spell once per day; you must finish a long rest in order to cast the spell again using this trait.  When you reach 5th level, you can cast the Lighting Bolt spell once per day; you must finish a long rest in order to cast the spell again using this trait.  Charisma is your spellcasting ability for these spells.