D'hin'ni

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The Forgotten Realms are many things, but one thing in particular that people tend to forget about is that they are absolutely lousy with portals to the various planes of existence. As magocracy after magocracy has risen and fallen, usually attempting to exploit the creatures of the Outer Planes and Inner Planes for their own end, Faerûn has built up a diversity of planetouched native races exceeded in official Dungeons & Dragons lore only by Sigil. Issue #350 of Dragon Magazine covered four of these planetouched races in particular; the Azerbloods, the Celadrins, the D'hin'ni, and the Worghests, expanding upon other such races as baphitaurs, fey'ri and tanarukks.

D'hin, the plural form of d'hin'ni, take the biscuit for having both one of the silliest names in all of D&D, and also one of the least-likely origin stories. See, d'hin are planetouched halflings, descending from the lightfoot slaves of the ancient Calim Empire in the days when djinni were running the show. Apparently, the airy genies of ancient Calim took a fancy to their halfling servants - must've had one hell of a racial shortstack fetish - and proceeded to bang their way through them until there were hundreds, maybe thousands of part-djinn halflings running around. In terms of appearance, they look like halflings with very dark skin and hair.

When the Calim Empire began to crumble and the halflings made their great migrations, the d'hin fled northward from Coramshan, whose human inhabitants didn't like the d'hin for their genie ancestry, and up into the Calishar Emirates. To this day, they are most common along the Sword Coast, particularly in Calimshan, the Purple Hills of Tethyr, the eastern short of Lake Esmel, the Sunset Vale, and around Secomber. Essentially, anywhere you can find lightfoot halflings, you can find their djinni-blooded relatives.

Though generally impulsive and flighty, d'hin are notably more attuned to magic than ordinary halflings are, and so they tend to gravitate more towards mystical roles than their lightfoot kindred.

+2 Dexterity, +2 Charisma, -2 Wisdom
Small
Base land speed 30 feet
Lightfoot Halfling Blood: For all special effects and abilities that key off of race, treat d'hin as being halflings (lightfoots).
Darkvision 60 feet
+1 racial bonus on all saving throws.
+1 racial bonus on attack rolls with slings and with thrown weapons.
+2 racial bonus on Climb, Jump, Listen and Move Silently
Air Mastery: Airborne creatures suffer a -1 penalty on attack and damage rolls against a d'hin'ni.
Spell-like Abilities: Can cast Prestidigitation at will, and Gust of Wind, Whispering Wind or Wind Wall 1/day. Caster level equals character level and saves are Charisma-based.
Favored Class: Sorcerer
Level Adjustment: +1