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Genasi

Genasi were the name given to a planetouched Human, infused with the power of the elements. Along with Aasimar and Tiefling people, genasi were the most common planetouched found on the world of Dünya. Technically speaking, the genasi were not a race but rather a general classification of humans who had had influences from the elemental planes. There are three ways this occurs: a member of some mortal race spends extended time near a source of elemental power, like on one of the Elemental Planes or near a rift to such a plane; a humanoid is born in the midst of a powerful elemental influence like a hurricane or a raging forest fire; or a genie of one of the elemental planes procreates.

Description

No two genasi were alike in appearance. Some could pass as normal humans, bearing the marks of their human ethnicity; for others, their elemental nature was impossible to hide. Their heritage was nearly always evident in one or two physical traits, such as skin or hair color or an elemental aura. Some genasi did not have hair at all; for such genasi, the substance that appeared to cover their heads was actually a supernatural expression of their elemental nature.   Genasi were about the same size and stature as normal humans, but their bodies displayed signs of greater physical strength, and other subtle indications of their heritage.   There are four major subraces of genasi, one from each of the major elemental planes.

Subraces

Air

Air genasi are either descended from the djinn or from a humanoid exposed to the energies of the Elemental Plane of Air. They tend to have mercurial moods. Physically, they may be more lightweight than they appear, and they typically have light blue hair and eyes. They also usually have light blue skin, but pale, almost alabaster skin is also known. Some air genasi are constantly surrounded by a faint breeze that affects their hair and clothing. Some have breathy voices with a faint echo. Air genasi can hold their breath indefinitely while conscious, can manipulate the air around them to varying degrees, and tend to have greater dexterity than other genasi.  

Earth

Earth genasi are descended from either the dao or humanoids exposed to the energies of the Elemental Plane of Earth. They tend to be circumspect. Their heritage can manifest physically in a variety of ways, from constantly having dust falling from their bodies to having skin resembling pebbles, various metals, dark gems, or crystals. Earth genasi tend to be stronger than other genasi.  

Fire

Fire genasi are descendants of either the efreet or humanoids exposed to the energies of the Elemental Plane of Fire. They tend to be more intelligent than other genasi, but also more hasty in judgment and in action. They rarely hide their genasi heritage, which can show in skin tones of coal black, ash gray, or flaming red, and hair that is either fiery red or actual flames. In the throes of extreme emotion, their eyes may flare and their hair may writhe. Fire genasi are known to be resistant to fire damage, and some genasi have red-tinted night vision.  

Water

Water genasi are descended from either marids or humanoids exposed to the energies of the Elemental Plane of Water. They tend to be wiser than other genasi, and take pride in their independence. Most have large, blue-black eyes, and they often have blue or green skin that is persistently moist. They are known to be excellent swimmers, and usually have resistance to acid-based attacks.

An air genasi criminal

Personality

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   Many genasi philosophers believed that their race existed as a compromise between the chaos of the primordials and the divinely crafted world of the gods. A few genasi took this to heart and tried to eliminate one or the other aspect of their nature, either becoming agents of chaos or disciples of order, but these individuals were considered the exception rather than the rule. Most genasi were simply grateful for the innate connection to the elemental forces that shaped the world that they all shared.   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.   One of the traits found commonly amongst all genasi was a strong sense of ambition. All genasi had a desire to better themselves and advance their status, either through pursuit of power, the acquisition of friends, or other means. Nearly all genasi had dreams and aspirations and would pursue these goals throughout their life and though few genasi were truly patient, so strong were their passions for these goals that they would often continue to follow them even long after individuals of other races would have given up and moved on. Simply put, they felt that they had a destiny and a calling to leave a name for themselves.   Because of their chaotic and spontaneous nature, genasi were not predisposed towards team athletics and preferred sports that favored the individual. Genasi were particularly fond of gladiatorial sports, which allowed them to bask in the attention of others while simultaneously releasing pent-up passions.

Society

Genasi were rare on both Anakara and Vahşi Alanlar. The vast majority of Genasi lived on Elixir Island, where the connection to the Elemental Planes was particularly strong. These genasi tended to stay near the rifts to their respective Elemental Plane. Those who lived outside of Elixir Island tended to live quite isolated lives and would likely never meet another genasi, let alone another of their subrace.   Though genasi could be extremely passionate in a way that might seem violent, the race as a whole had a love for family and friends, to the point that few genasi marriages ended in divorce. Most genasi families were large, and the genasi as a whole looked upon another genasi as a potential relative to the point of referring to those they met as "brother", "sister", or "cousin". In genasi society, family played an important role, likely in part because genasi found it difficult to form new friendships and bonds. To most genasi, family bonds were the only ones that were truly reliable and it was far rarer for genasi to become alienated or estranged from members of their family. This is not to say that internal feuds and disputes did not happen, but the vast majority led to only temporary divides, and family members spread over the world would eventually come looking for a reunion. Genasi parents went out of their way to ensure that their children had a chance to interact with genasi of other manifestations, thereby increasing their appreciation for the race as a whole. This was particularly true for families that were made of several manifestations rather than just one or two.   Genasi could be found in any climate. Water genasi could even make their homes underwater.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 30 feet.
  • 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 discern colors in that darkness only as shades of gray.
  • Languages. You can speak, read, and write Common and Primordial.

Subrace: Air

  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
  • Lightning Resistance. You have resistance to lightning damage.
  • Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
 

Subrace: Earth

  • Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
  • Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
  • Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Subrace: Fire

  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Subrace: Water

  • Speed. You have a swimming speed equal to your walking speed.
  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You breathe air and water.
  • Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).