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Genasi

Elemental bloodlines

Genasi are (c) Wizards of the Coast.
Genasi is a term used to describe elementally-infused beings. A genasi might share physical traits of one of their parents' species, such as a dwarf's stockiness or a gnome's large eyes or an elf's pointed ears, but otherwise their features give away their elemental nature. Genasi are also rare, and many Torians that don't live in the larger, metropolitan cities go their whole lives without ever seeing even one, much less two or more types of genasi.   Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find their own truths in the elemental plane their ancestors hailed from.

Basic Information

Anatomy

Despite their elemental appearance, all genasi are humanoid in basic anatomy.

Biological Traits

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or scalps.   Crystal genasi features tend to be colorful and vivid. Their eyes twinkle in the light and their hair is vaguely translucent. Their skin is opaque and is usually either very pale and opalescent or dark and shimmering, but just below the surface of this skin, their bodies are composed of a luminous gemstone-like material. Crystal genasi blood has an oily sheen to it.   Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.   Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.   Nearly all ice genasi are frosty cold to the touch, as if they were frozen on the inside, an impression reinforced by snow white and ice blue skin tones. The more human-looking have wintry white, and glacial blue hair, while the more exotic specimens sport actual icicles growing from their heads. When they speak or breathe, you can see the frigid air they expel from their mouths.   Lightning genasi resemble the colors of a storm, often toned in midnight blue, cloudy gray, or purplish tones though rarely bright yellow. Many lightning genasi possess some physical characteristic that identifies them as a natives of the Plane of Lightning, anything from hair that stands on end to tiny dancing sparks around their body and hair as they move.   Magma genasi typically have dark, rough skin in tones of slate gray, earthen brown, or obsidian black. Lines of orange-red criss-cross their flesh where the veins bearing their superheated blood glow through. A magma genasi's eyes are red, orange, or yellow and their hair is typically either ashen gray, dark black, or bright red, though many shave their heads to avoid the risk of their hair catching aflame in their homelands. Their skin is warm to the touch, what would seem feverishly so.   The appearance of an ooze genasi can vary, but all have a slimy outer "skin" and soft, malleable bodies. Some have skin tones of rich, deep brown, while others shimmer in almost-translucent blues and greens. Often, their eyes are the same color or similar to their skin tone and their "hair"--if they have it--is merely an extension of their slime-coated bodies.   Steam genasi have skin, hair, and eye tones in pale and soft-hued colors. Combinations of pale gray, soft blue, lavender, and pink are common, as are swirling patterns on their skin or gradients of color in their hair. Most steam genasi wear their hair long and loose or in voluminous curls, with the ends trailing off into strands of mist and fog. Some, but not all, steam genasi have pointed ears, ranging from subtle points to long, swept-back ears where the points trail into vapor.   Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Civilization and Culture

Naming Traditions

Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

Common Customs, Traditions and Rituals

Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.   Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

History

During The Culling many Torians no matter the species were reaching out to any power or entity that might listen and provide aid or shelter. Some of these people reached out to, or were contacted by, entities from the elemental planes. Pacts were forged, alliances made between mortal bloodlines and elemental beings such as genies for mutual benefit... and survival. A generation later saw children of these bloodlines begin to be born with overt elemental influence.    Since then genasi, being inherently rare and in fact only a handful of generations old, have lived among the other species of the world. They might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.
Scientific Name
Homo advena primordialis
Lifespan
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.
Average Height
5 to 6.5 feet
Average Weight
120 to 200 lbs.
Body Tint, Colouring and Marking
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.   Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

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Genasi Traits

Ability Score Increase Your Constitution ability increases by 1, and another ability determined by your elemental type increases by 2.
Size Medium
Speed Your base walking speed is 30 feet.

As a genasi, your elemental type defines your species and aspects of your personality. Select from the ten elemental types below. You gain the benefits and abilities listed.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.


Elemental TypeAbility BonusAdaptationElemental DefenseAbility
Air+2 DexterityYou can hold your breath indefinitely while you're not incapacitated.You don't take damage from falling, and you have advantage on saving throws against being restrained.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.
Crystal+2 IntelligenceYou have advantage on Perception checks made for sounds and an unarmored AC of 12 + your Dexterity modifier.You have resistance to psychic and radiant damage.You know the minor illusion cantrip. Once you reach 3rd level, you can cast the shatter 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+2 ConstitutionYou can move across difficult terrain made of earth or stone without expending extra movement. Additionally, you don't disturb the ground where you walk. While walking you do not leave tracks unless you wish to do so.You have advantage on saving throws against being knocked prone and involuntarily moved. You have resistance to bludgeoning damage from non-magical sources.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.
Fire+2 CharismaYou have the Darkvision (60 ft) trait. Also 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 in addition to the normal damage the critical hit does.You have resistance to fire damage.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.
Ice+1 Constitution, +1 WisdomYou can move across difficult terrain created by ice or snow without expending extra movement. While using your concentration, you can freeze a thin layer of water below the soles of your feet, and walk across the surface of water with half movement speed. The thin ice sheets beneath your soles melt as soon as you lift your feet, and you cannot carry anything heavier than 5 times your Constitution score, as the ice sheets are only just strong enough to bear your own weight.You have resistance to cold damage and slashing damage from non-magical sources.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.
Lightning+1 Dexterity, +1 IntelligenceYour base walking speed increases to 35 feet, and you gain a flying speed of 20 feet during thunderstorms (or similar effects like those created by the Call Lightning spell).You are resistant to lightning damage and fully immune to natural lightning.You know the lightning lure cantrip. Once you reach 3rd level, you can cast the witch bolt spell as a 2nd-level 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.
Magma+2 StrengthYour base walking speed is reduced to 25 feet. You and all creatures adjacent to you are immune to the effects of extreme cold.You are resistant to nonmagical fire damage, and fully immune to damage from lava. You can walk across lava and similar liquids as if they were solid ground.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.
Ooze+1 to any two abilities of your choiceYou have advantage on ability checks and saving throws against being grappled or restrained, and magic can't change your form unwillingly.You are resistant to acid and lightning damage.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.
Steam+1 Strength, +1 CharismaYou 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.You have resistance to poison damage and are immune to the poisoned condition.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.
Water+2 WisdomYou can breathe air and water. You have a swimming speed of 30 feet.You have resistance to acid and cold damage.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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