Genasi Variant (5e Race)
Genasi can be born to almost any humanoid and possess an elemental heritage that takes after one of the inner planes: air, earth, fire, water. A powerful elemental blessed your birth, a planar disturbance imbued you with elemental essence, one or both of your parents were genasi. The more elemental you look, the more control you have over your element the closer or stronger your connection is to your respective elemental plane. Which will depend on the source of the elemental essence, an elemental that imbues you with such gifts will be weaker than if a noble genie or an elemental prince did so.
Your genasi character has certain characteristics in common with all other genasi.
Ability Score Increase. Your Constitution score increases by 2.
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. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Subrace. The genasi come in four forms after each of the elemental planes, however, there are an additional 4 that also exist as part of the para-elemental planes. Regardless of if your elemental heritage is prime or para pick one from the eight below.
Air Cushion. You don't take damage from falling if you fall more than 15 feet.
Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, 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.
Wild Freedom. You have advantage on saving throws against being restrained.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Sure Footed. You have advantage on saving throws against being knocked prone.
Merge with Stone. You know the mold earth cantrip. Once you reach 3rd level, 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.
Undisturbed Step. You don't disturb the ground where you walk. While walking you do not leave tracks unless you wish to do so.
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. You can't discern color in darkness, only shades of gray. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Flame 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 scorching ray 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 these spells.
Savage Flame. When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice and deal fire damage equal to the number rolled.
Amphibious. You can breathe air and water.
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.
Neutralizing Resistance. You have resistance to acid damage.
Swim. You have a swimming speed of 30 feet.
Ashen Lungs. You can breathe normally in any breathable environment, and you have advantage on saving throws made against harmful gases and vapors such as the effects of the cloudkill and stinking cloud spells, inhaled poisons, and the breath weapons of some dragons.
Soot of the Earth. You know the poison spray cantrip. When you reach 3rd level, you can cast the fog cloud 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.
Virulent Resistance. You have resistance to poison damage.
Cry of the Ooze. You know the acid splash cantrip. When you reach 3rd level, you can cast the earthbind 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.
Grounded. You are resistant to lightning damage.
Muddied Form. You have advantage on saving throws against being grappled or restrained, as well as any spell that would change your form, such as Polymorph.
Molten Core. You are resistant to fire damage and have advantage on saving throws against the effects of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Slow Crawl. Your base walking speed is reduced to 25 feet, however, you are immune to fire damage taken from lava and can walk across lava and similar liquids as if it was ground.
Vent the Core. You know the green-flame blade cantrip. When you reach 3rd level, you can cast the aganazzar’s scorcher 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 these spells.
Frozen Resistance. You have resistance to cold damage.
Ice Blades. As a bonus action, you can quickly liquify and reform your hand or hands into a blade of ice. These blades are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You cannot use your hand or hands to manipulate objects while your hand is a blade of ice.
Seize the Chill. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of agathys 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.
Chilled. You are resistant to cold damage and have disadvantage on saving throws against Extreme Heat, as described in chapter 5 of the Dungeon Master's Guide.
Slippery. You have advantage on saving throws against being grappled or restrained, as well as any spell that would change your form, such as the polymorph spell.
Sugar Coat. As an action, you can touch a willing creature and cause it to gain a number of temporary hit points equal to your level until they complete a rest. Once you use this trait, you can't use it again until you finish a long rest.
Tasty. When a creature makes a successful bite, engulf, lick or similar attack against you, they must succeed on a Wisdom saving throw or be charmed by you for 1 minute or until you deal damage to it.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Tasty trait for the next 24 hours. The DC for this saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. You can use this feature once per short or long rest.
Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
Ability Score Increase. Your Constitution score increases by 2.
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. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Subrace. The genasi come in four forms after each of the elemental planes, however, there are an additional 4 that also exist as part of the para-elemental planes. Regardless of if your elemental heritage is prime or para pick one from the eight below.
Air Genasi
Ability Score Increase. Your Dexterity score increases by 1.Air Cushion. You don't take damage from falling if you fall more than 15 feet.
Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, 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.
Wild Freedom. You have advantage on saving throws against being restrained.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Earth Genasi
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.
Sure Footed. You have advantage on saving throws against being knocked prone.
Merge with Stone. You know the mold earth cantrip. Once you reach 3rd level, 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.
Undisturbed Step. You don't disturb the ground where you walk. While walking you do not leave tracks unless you wish to do so.
Fire Genasi
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. You can't discern color in darkness, only shades of gray. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Flame 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 scorching ray 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 these spells.
Savage Flame. When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice and deal fire damage equal to the number rolled.
Water Genasi
Ability Score Increase. Your Wisdom score increases by 1.Amphibious. You can breathe air and water.
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.
Neutralizing Resistance. You have resistance to acid damage.
Swim. You have a swimming speed of 30 feet.
Smoke Genasi
Ability Score Increase. Your Dexterity or Intelligence score increases by 1.Ashen Lungs. You can breathe normally in any breathable environment, and you have advantage on saving throws made against harmful gases and vapors such as the effects of the cloudkill and stinking cloud spells, inhaled poisons, and the breath weapons of some dragons.
Soot of the Earth. You know the poison spray cantrip. When you reach 3rd level, you can cast the fog cloud 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.
Virulent Resistance. You have resistance to poison damage.
Ooze/Mud Genasi
Ability Score Increase. Your Strength or Wisdom score increases by 1.Cry of the Ooze. You know the acid splash cantrip. When you reach 3rd level, you can cast the earthbind 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.
Grounded. You are resistant to lightning damage.
Muddied Form. You have advantage on saving throws against being grappled or restrained, as well as any spell that would change your form, such as Polymorph.
Magma Genasi
Ability Score Increase. Your Strength, or Intelligence score increases by 1.Molten Core. You are resistant to fire damage and have advantage on saving throws against the effects of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Slow Crawl. Your base walking speed is reduced to 25 feet, however, you are immune to fire damage taken from lava and can walk across lava and similar liquids as if it was ground.
Vent the Core. You know the green-flame blade cantrip. When you reach 3rd level, you can cast the aganazzar’s scorcher 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 these spells.
Ice Genasi
Ability Score Increase. Your Dexterity or Wisdom score increases by 1.Frozen Resistance. You have resistance to cold damage.
Ice Blades. As a bonus action, you can quickly liquify and reform your hand or hands into a blade of ice. These blades are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You cannot use your hand or hands to manipulate objects while your hand is a blade of ice.
Seize the Chill. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of agathys 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.
Dessert Genasi (Easter Token needed)
Ability Score Increase. Your Dexterity or Charisma score increases by 1.Chilled. You are resistant to cold damage and have disadvantage on saving throws against Extreme Heat, as described in chapter 5 of the Dungeon Master's Guide.
Slippery. You have advantage on saving throws against being grappled or restrained, as well as any spell that would change your form, such as the polymorph spell.
Sugar Coat. As an action, you can touch a willing creature and cause it to gain a number of temporary hit points equal to your level until they complete a rest. Once you use this trait, you can't use it again until you finish a long rest.
Tasty. When a creature makes a successful bite, engulf, lick or similar attack against you, they must succeed on a Wisdom saving throw or be charmed by you for 1 minute or until you deal damage to it.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Tasty trait for the next 24 hours. The DC for this saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. You can use this feature once per short or long rest.
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