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Noxian

Of all Orphan’s genasi, surely the noxian is the most wretched. Also called blight genasi, noxians are humans infused with the unwholesome energies of rot, pollution, and poison, whose abbreviated lifespans are often full of suffering. Noxians belong to the rarest of Orphan’s bloodlines: they rarely survive to adulthood, and many who do are sterile. Not for nothing are noxians also called cursebloods.   It’s impossible to generalize the appearance of noxians—mutations are especially common among them—and yet, they are often instinctively recognizable. A noxian might have a green tinge to their skin, or an unhealthy, oily sheen; they might give off a foul smell. They tend to have personalities shaped by their hardships: brittle optimism, or stubborn self-reliance, or listless apathy.  
noxian traits:
  • Bloodline Magic (2/3). You can take this trait twice; each time you do, you gain access to a new “tier” of spells, as detailed below. Constitution is your spellcasting ability for these spells.
    1. You know the poison spray cantrip.
    2. Starting at 3rd level, you can cast ray of sickness as a 1st-level spell once per long rest.
  • Corrosive Blood (3). Whenever a creature within 5 feet of you deals piercing or slashing damage to you, it takes 2d4 acid damage.
  • Damage Resistance (1/2). Choose either acid damage or poison damage. You have resistance to the chosen damage type. You can take this trait twice to gain resistance to both damage types.
  • Lived Experience (1). You have advantage on skill checks to recall information about diseases and toxins.
  • Miasmic Cloud (3). As an action, you can exude a dreadful stench. Each creature within 15 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can’t use it again until you complete a long rest.
  • Tough Constitution (2). You have advantage on saving throws to avoid or end the poisoned condition on yourself. In addition, you have advantage on saving throws against disease.

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