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==5e PC Stats== ::Ability Score Modifier: +2 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Desert Dependent: For every month you remain away from the desert, you must make a DC 15 Charisma saving throw. On a failed save, you are afflicted with indefinite madness (see Madness; SRD). Roll on the table or work with your DM to determine the nature of your madness. ::: Changed in the Southlands Player's Guide, so that instead at least once a year you must meditate for at least 8 hours in a desert or similar area, or gain a damage vulnerability based on your siraati until you spend 48 hours meditating in a desert or similar area. ::Negotiator: You have Proficiency in the Persuasion skill. ::Siraati: Choose either the Air, Earth, Fire or Water ''siraati'' path to follow. You can speak and read the Elemental language associated with your siraati. ::Subrace: Choose either the Speaker or the Shaper subrace for your other racial traits. ''Speaker Jinnborn:'' ::Ability Score Increase: +1 Wisdom ::Favor of the Jinn: You can call upon your jinn patron to gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the relevant d20 roll. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. ::Walker: You have advantage on saving throws against being stunned and extreme environments, and on ability checks made to navigate the wilderness and avoid losing your way. ''Shaper Jinnborn:'' ::Ability Score Increase: +1 Strength ::Elemental Strike: Once per turn, you may add +1d6 elemental damage to a successful melee attack, with the damage type corresponding to your siraati (lightning for air, acid for earth, fire for fire, cold for water). You may use this ability a number of times per day equal to your Constitution modifier (minimum of 1) and regain all expended uses after finishing a long rest. ::Protection of the Jinn: You have Resistance to an energy type determined by your siraati; ''Lightning'' for Air, ''Acid'' for Earth, ''Fire'' for Fire (no shit) and ''Cold'' for Water. [[Category: Dungeons & Dragons Races]] [[Category: Monsters]] [[Category: Midgard]] [[Category:Planetouched Races]]
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