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Genasi - 4 subraces

Genasi

Unlike many planetouched races, genasi generally took pride in their unusual features. Furthermore, because of their elemental power, most genasi felt a sense of superiority over other races and even over other genasi—including those of the same element. This was not so much a matter of prejudice as it was simple fact—a simple mortal could not possibly understand the mind of one with elemental heritage. Genasi had a strong ability to adapt, perhaps only superseded by humans in this regard, and embraced change as an inevitability or even something to be relished. Even lawful genasi embraced this change, and genasi of all kinds valued the possibilities the future might bring, such as new allies or new opportunities. In many ways, genasi were the most flexible of races, less stubborn and more willing to accept new ideas for better or worse.
ability score increase: +2 Con
age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
alignment: Independent and self-reliant, genasi tend toward a neutral alignment.
Size: Medium
speed: 30 feet
Languages: Common, Primordial
race features:

Air Genasi

LORE

Most air genasi are descended from djinn, air genies, though other origins exist, and the touch of the elemental power of wind and air shapes the genasi physique. Like all genasi, the exact appearance of an air genasi varies from individual to individual. However, just as the wind may vary in strength and temperature, so do air genasi vary in appearance and a few have other distinguishing features. Some have light blue or pale white skin or similarly colored hair. Other strange features may include unusually cool flesh, a voice that carries over the wind, a whistling sound that follows quick movement, or even a slight breeze that seems to follow the genasi. Air genasi are fast and free-willed, even for other genasi, and in some ways represent many of the stereotypes about genasi in general. For instance, while most genasi see one another as parts of a larger family this is particularly true for air genasi, and the bloodlines of many air genasi are so old and so untraceable that air genasi, as a whole, tend to view one another as cousins—even air genasi they've never met before. Likewise, though this bond of kinship is strong, it is also highly competitive, another trait which is typical of all genasi, but particularly true for air genasi.

ABILITY SCORE INCREASE

Your Dexterity score increases by 1.

UNENDING BREATH

You can hold your breath indefinitely while you’re not incapacitated.

MINGLE WITH THE WIND

You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

LORE

Earth genasi came in many physical shapes and appearances. Many carried obvious traits of the Elemental Plane of Earth, such as blocky features or earthlike skin, but others had earthlike features that were less apparent. Earth genasi were usually born from the union between a dao and a humanoid, from two earth genasi, or from humanoid parents with a dao somewhere in their ascendancy. They could also result from exposure to elemental energy. Earth genasi tended to be strong and tough, but were often stubborn and oblivious. They tended to be indifferent to others of their kind and thus in many cases isolated themselves.

ABILITY SCORE INCREASE

Your Strength score increases by 1.

EARTH WALK

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

MERGE WITH STONE

You can cast the Pass Without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi

LORE

Many fire genasi carried obvious traits from the Elemental Plane of Fire, such as coal-colored skin, flame-like hair, and fiery eyes. Fire genasi were usually born from the union between an efreet and a humanoid, from two fire genasi, or from humanoid parents with an efreet somewhere in their ascendancy. They could also result from exposure to fire elemental energy. Fire genasi were generally energetic and quick to act. They were impatient and dressed flamboyantly.

ABILITY SCORE INCREASE

Your Intelligence score increases by 1.

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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

FIRE RESISTANCE

You have resistance to fire damage.

REACH TO THE BLAZE

You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

LORE

Most water genasi were descended from marid genies, although a few have other origins, including some who were descended from the goddess Umberlee. Like other genasi, water genasi looked generally human except for some distinguishing features. Water genasi szuldar were often bright blue in color and most of the race is bald, though there are exceptions. The skin of the water genasi is usually sea-foam green or blue. Water genasi were unusually patient for genasi and have a strongly independent streak. Most were used to solving problems on their own and not afraid to take a lot of time doing so. At times they were like terrible storms, fierce and destructive, but most often they presented a tranquil appearance despite whatever emotions run underneath their quiet surface. Water genasi were often abandoned by their human parents and raised by aquatic creatures such as aquatic elves, dolphins, locathah, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents upon reaching maturity, taking to the open sea in order to explore, learn and develop their own personality and place in the world.

ABILITY SCORE INCREASE

Your Wisdom score increases by 1.

AMPHIBIOUS

You can breathe air and water, You also have a swimming speed of 30 feet.

ACID RESISTANCE

You have resistance to acid damage.

CALL TO THE WAVE

You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

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