Jinn

Elemental Jinn: Not all of the outer planes were homes to purely holy or unholy properties. Some of the outer planes were elemental in nature, and the outsiders who resided there were called Jinn. Jinn are beings of the four elements, wind, water, fire, and earth. They had their own purposes in their own realms, and sometimes served the gods, or had dealings with mortals. Jinn were not as powerful as angels or demons typically, but could command their element with great ease. Jinn who traveled outside of their planes were often merchants or had dealings with mortals that required their attention. When the outer planes were shut off, some Jinn were left behind on the mortal plane and forced to try and live among mortals. Jinn could be mistrusted by mortals, but were not often outright derided. Jinn can suppress their traits and look mostly as a mortal similarly to how angels and demons can, and can change their guise over time. Unlike angels and demons, they do not sense presences, but do feel at home in a their own element. Jinn are weak to their opposing element, and will stay far away from it. Air Jinn get uncomfortably claustrophobic underground, and fire Jinn can feel physical pain from swimming in water. While the opposite is also true, and water Jinn feel dried out by heat and fire, while earth Jinn are off balance and fearful of great heights or flying.

Jinn have 6 HP, but are weak to their opposing element and risk taking extra damage from it. Fire and water oppose, as does wind and earth oppose.
Jinn take no damage from their own elemental. For example, a ball of fire used against a Fire Jinn will deal no damage, even if the attack roll was successful. Such a thing would just make no sense.

Genasi: When the Jinn began staying in the mortal plane, their choices for settling down were limited. Many Jinn chose mortals have children with, and these half jinn children were called Genasi. Genasi remain mostly mortal despite their Jinn heritage, and possibly due to the Jinn being less intensely charged with the essence of the outer planes, Genasi are mostly mortal. The traits of their heritage will show through and are difficult to disguise. Genasi can suppress these traits somewhat, but never fully. Like the Jinn they come from, Genasi are uncomfortable in their opposing element, but are not necessarily harmed by it. They resist their own element still, but are not completely immune to it. Mundane sources of their own element will not harm them, but magical sources can. Unlike Nephilim and Cambions, Genasi can appear many generations down, and more diluted bloodlines of the Jinn are simply called planetouched, but do not gain any benefits or weaknesses. Genasi can appear suddenly in a planetouched bloodline however, without either parent being Jinn or Genasi themselves.

Genasi have 5 HP, but do not risk taking extra damage from an opposing element, nor do they resist magical sources of their own element.

Elementals: Another denizen of the elemental planes is the elemental. These non-sentient beings are made of elemental energies in a shape that resembles beings of various kinds. Elementals have no real mind of their own, and act on a kind of instinct that drives them. Calling elementals from the outer planes is a type of arcane magic that takes years to master. These elementals are usually called from the barrier between planes, those elementals who escaped the outer planes and wait to either be let back in or make it to another. Calling elementals directly from an outer plane is seemingly impossible, but rumors are that the outer planes contain elementals so large their footsteps would flatten cities. Due to being incapable of thought on their own, Elementals may only be controled by storytellers or with express permission of a member of staff as an NPC. Small elementals can be used thematically as ‘summons’ through our combat rules as well, by any player with the IC capability to summon them.

Elementals typically have 6 HP, but are weak to their opposing element and risk taking extra damage from it. Fire and water oppose, as does wind and earth oppose.
Elementals take no damage from their own element. For example, a ball of fire used against a fire elemental will deal no damage, even if the attack roll was successful. Such a thing would just make no sense.