Djinn

Djinn are a collection of humanoid ancestries who embody what the world is made of, and are attuned to the Elemental Wilds. Most Djinn resemble Water, Earth and Air - the three greatest Wilds - while a select few resemble the Wild of Fire, and others still resemble various elemental combinations and oddities. As opposed to Dwarves, Djinn are almost entirely composed of their native element, and are often far less stable.

While most ordinary folk cannot travel to the Elemental Wilds without injury, Djinn can.

Minds Carved in the Elements
While most mortal folk find their minds inscribed on meat, Djinn have theirs embodied by the raw materials which the world is made of.

A Water Djinn might embody a dark ocean, a clear river, an algae-covered pond, a muddy swamp, or any other body of water. However, Water Djinn in Clecoadia share a connection with the Leviathan, spirit of the sea.

Though Earth Djinn can sometimes resemble Dwarves, they can also sand, strata of stone, fissures in earth, molten rock and so on. Djinn born in Dwarf communities can often live in ignorance of their slightly different condition.

Air Djinn often embody various hues of the sky - pink, purple, orange, blue, or black, spotted with stars.

Fire Djinn tend to incorporate flammable materials into their bodies: kindling, coal, oil, dead tree branches and so on. There is little flame without fuel, after all.

Djinn Statistics
Djinn statistics will largely stick to those described in the Elemental Evil Player's Companion, with the following additions.

Earth Djinn: Walk the Earth

As a bonus action, you can pass through earth uninhibited. Until the start of your next turn, you gain the following benefits:


 * You can move across difficult terrain made of earth or stone without spending extra movement.

Once you have used this feature, you can't use it again until after you finish a long rest.
 * You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this effect ends, and you are stunned until the end of your next turn.

Water Djinn: Leviathan's Favour

As an action, you can petition your primordial benefactor, the Leviathan, for aid. You can ask it one question relating to the Great Dark Sea: for instance, the route of a particular ship or sailor across it, or the rough location of a sea monster whose name you know. You will receive a short, blunt answer. Once you have used this feature, you can’t use it again until a week has passed.

Air Djinn: Elemental Lightness

Your connection to elemental air weakens gravity's effect on you. Your jumping distance is doubled, you fall at half the normal rate, and the damage you take from falling is halved.

Fire Djinn: Ignition

As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.