Technically speaking, the genasi are not a race but rather a general classification of people of any race whose ancestors has significant exposure to the elemental planes or the energy from them. The genasi derive their name from the most prolific and mystified denizens of the elemental planes, the genies. Genasi are planetouched humans, infused with the power of the elements. Along with
Aasimar and
Tiefling.
Physical description
No two genasi are alike in appearance, though it is true that members of the same subrace share similar physical features. Some can pass as normal members of the mortal races, while others are more elemental in appearance. Their heritage is nearly always evident in one or two physical traits, such as skin, hair colour, or bare features of their associated elemental plane. It is not uncommon for genasi to be born with hair which expresses their elemental energy, with hair that burns like a fire for fire genasi, and hair of flowing water for water genasi.
Genasi are about the same size and stature as their mortal race ancestors.
Lifespan and maturity
Genasi age and reach maturity at the same rate as their mortal race counterparts, as are their lifespans.
Genasi Abilities
Genasi are the prime examples of adaptation, with each possessing adaptations which allow them to thrive in planar environments. They carry a touch of the planes to every area of Runetalras, with air genasi being able to hold their breath indefinitely and levitate, earth genasi being able to move unopposed through difficult terrain and meld into the terrain, fire genasi possessing darkvision, fire resistance and the ability to create flame, and water genasi being able to breathe both air and water, resistant to acid, and are able to manipulate water.
Rarely it is possible through birth or training it is possible that a genasi is capable of controlling two elemental manifestations simultaneously. These powerful genasi are known as Elemental tempests.
Subraces
The number of genasi subraces is numerous and diverse, as their race is one infused with the constantly twisting flow of the elemental planes.
Air genasi, earth genasi, fire genasi, and water genasi are the most common though smoke, magma, ooze, ice, and storm are known to exist, with a number of other proposed forms of genasi
Homelands
The only true homelands of the genasi are within the elemental planes, with few genasi being born within Runetalras, and little and less is known about the realms beyond the material plane.
Genasi within the Kingdoms
There is, in general, no legislation or codified discrimination against genasi as they are simply too rare for it to have become a problem outside of the
Atarsid Isles; the birth or arrive in these locations varries greatly from community to community, and can be viewed anywhere from a sign of coming prosperityor woe tidings. Within the
Atarsid Isles the genasi are commonplace, facing little discrimation, but being viewed as valuable slaves when born among the Atarsid slave stock.
Genasi Traits
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 35 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.
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 at 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).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 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.
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).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 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 colours in that darkness only as shades of grey.
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 requiring 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).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
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.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can 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).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
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