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Genasi

The Primordeal, Elemental, Planetouched People of Urbûn

Genasi (pronounced: /dʒɛnˈɑːsi/ jen-AH-see)were planetouched humanoids infused with the power of the elements. Along with Aasimar  and Tieflings , genasi are the most common planetouched found on the world of Urbûn. Aestria.   Technically speaking, the genasi were not a race but rather a general classification of humans who had a heritage (usually unknown) that included some planar being from one of the elemental planes, most often a genie, (dao, djinn, efreet, marid, or jann,) which is whence their name is derived.

Basic Information

Anatomy

Genasi have 2 arms and 2 legs. The generic humanoid body plan. Each arm has a hand with 4-5 fingers, and each leg has a foot with 4-5 toes, depending on wheter they are a true genasi or a humanoid who as been touched by the planes of the elements. Same goes for tails and horns.

Genetics and Reproduction

If two genasi of the same element were to produce offspring, the child was always a genasi of that element; if the couple was of differing elements, the child would take after only one of the parents. However, both elements were still present in the child's blood and might manifest in future generations.

Ecology and Habitats

Genasi live best in the terrain most closely associated with the subrace. Earth Genasi live best in mountains, rocky hills, deserts and underground. Water Genasi usually live near the coastline or close to lakes and rivers, but also glaciers nd even underwater and in swamps. Fire Genasi live best in deserts, near volcanoes, and in hot temperate climates. Air Genasi live best in mountains, around tall trees, and wherever there is windy weather, such as mountainranges and stormy shores.

Additional Information

Social Structure

They tend to follow a tribal organization. Some of their tribes allow the elders to tend control of the village, respecting their experience and wisdom. In others, especially among the fire genasi, raw strength defines the leader, and people can at certain events challenge the current leader to become leaders themselves. Water and air genasi can sometimes live together. When this happens, each side selects their own leaders, who tend to cooperate in ruling the population.

Uses, Products & Exploitation

As workers

Air and water genasi are extremely valuable as navigators, and many who leave their tribes to live among humans tend to find jobs in the harbors or ships. Earth genasi tends to work very well as miners, and they have very good relations and even treaties with the dwarves. Fire genasi, due to their explosive temperament, work better as mercenaries and fighters.  

Slavery

Genasi have a strong position against slavery and for years many of them who have achieved success among humans have petition the The Church of Order to transform slavery into a crime. Due to their affinity with the elements, many Genasi have been used for dangerous jobs when enslaved.   If a genasi becomes a poacher or a merchant that deals in slavery are caught, the other genasi will plead for the person's execution, even if they are related by blood.   Some say that the elemental affinity of genasi also gives them a great propensity from freedom, and from there this zero tolerance behavior is derived.

Geographic Origin and Distribution

As rare beings, genasi might go their entire lives without encountering another one of their kind. There are few 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. Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.   Water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two.

Average Intelligence

Most Genasi are comparable to the average human in intelligence, though fire Genasi are often more intelligent than the average human, Thanks to their efreet heritage.

Civilization and Culture

Naming Traditions

Genasi tend to have names in Primordial. When dealing with humans and other species from the material plane, they tend to pick names that have some meaning due to their ancestry (for example, a fire genasi might call herself ruby or red) or assume nicknames.

Major Language Groups and Dialects

Genasi spoke the languages of their native region. In addition, they often learned the languages of the elemental plane from which their powers derived.   That language being Primordial. Each one has their own version of primordial, Aquan, Auran, Ignan, and Terran. Being able to speak any of these languages will allow one to speak converse with speakers of the other three languages, but they must learn the other dialects propperly to know how to write or talk in the other languages. non the less, the four Dialects of primordial are closely realated and share high degrees of mutually intelligibility. The 4 dialects of Primordial all share the same script, but the letters in each script are changed, so a sentence in Aquan will look like complete Gibberish in Ignan, Terran, and Auran.

Culture and Cultural Heritage

Genasi art was wild and exciting, similar to the race itself. Genasi preferred elaborate and bold designs, using bright and vibrant colors to express the wide range of emotions they felt. Sculptures were often explosive in appearance, resembling surges of power more than anything else. Even for relatively simple or functional items, the genasi poured care into giving it a flamboyant appearance, marking it with swirling patterns, gemstones, or elaborate carvings. Genasi artisans often saw their craft as a means of obtaining prestige. These individuals desired nothing more than to be in high demand and so worked hard to please their customer base. For this reason, many genasi often substituted actual excellence for customization and individuality and while the average genasi swordsmith might not compare with his dwarven counterpart in terms of quality, the genasi would work much harder to tailor the blade to his or her customer's specific needs and wants. This could go so far as to make genasi-crafted items seem uncomfortable or unwieldy in the hands of those for whom they were not intended.

Common Taboos

Genasi reserve some places, where they feel strong elemental power, as nodes. These nodes are sacred to them, and not only the Genasi limit entrance to these sacred places to people who can be trusted, but they also expect everyone present to preserve complete and absolute silence.
Scientific Name
Elementalis hominem (Animus/Ignis/Petram/Undas)
Origin/Ancestry
Some genasi are born of mortal–genie unions, most have two genasi as parents, though a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.
Lifespan
Genasi aged ata slower rate than humans, reaching 120 years on average barring accident or violence.
Average Height
5'7" – 6'2"
Average Weight
130–225 lbs
Body Tint, Colouring and Marking
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 grow crystals from their scalps.   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.   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.

Genasi

Ability Score Increase Your Constitution increases by 2
Size Medium
Speed Your base walking speed is 30 feet.

Age

Related to genies, genasi age at different rates. Though they reach adulthood when humans do, they can live to be 300 years of age. A genasi is not considered old until their first 200 years have passed.

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.

Genie-kin

Your genie heritage allows you to connect more easily to creatures that share your elemental nature. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Subraces


Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.   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 grow crystals from their scalps.

Ability Score Increase

Your Dexterity score increases by 1.

Thunder Resistance

You have resistance to thunder damage.

Unending Breath

You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind

You know the Gust cantrip. When you reach 3rd level, you can cast the Levitate spell as a 2nd-level spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Gaseous Form spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for this spell.

Light as a Feather

Your body is composed differently than most humanoids. For the purposes of determining weight, think of your character as Small. Additionally this allows you fall up to 30 feet landing on your feet without taking any fall damage. If falling from a height greater than 30 feet, you take half damage.  

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.   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.  

Ability Score Increase.

your Strength score increases by 1.

Mountain Pass

You have a burrowing speed of 25 feet which you can use to burrow through nonmagical, unworked earth and stone. While burrowing in this way, you leave a hole large enough for Medium or smaller creatures to follow unhindered. Additionaly, you can move across difficult terrain made of earth or stone without expending extra movement.

Stone Fists

You may use a bonus action to harden your fists into natural weapons. When you make melee attacks with your fists, you may deal 1d6 + your strength modifier bludgeoning damage. Your fists deals double damage to Objects and structures.

Tremorsense

You have tremorsense up to 30 feet so long as you are in physical contact with solid earth, stone or dirt.   As a bonus action, you can increase the range your of Tremmorsense by 30 feet for 1 minute, provided that you don't move. Once you use this ability you can’t use it again until you complete a short or long rest. Instead, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.

Ability Score Increase

One ability score of your choice increase by 1.

One with the Earth

You know the Mold Earth cantrip. Once you reach 3rd level, you can cast the Earth Tremor spell once. Once you reach 5th level, you can also cast the Erupting Earthspell once, requiring no material components. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.  

Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.   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.

Ability Score Increase

Your Charisma or Inteligence score increases by 1.

Fire 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 Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the scorching ray spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Embodied Embers

As a bonus action, you can cause flames to wreathe you. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. You can extinguish the flames at any time as an action. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Internal Flare

When you take damage, you may use your reaction to lash out with a burst of flames that deal fire damage to the attacker. The damage equals 2d10 + your Proficency bonus, and ignores resistance to fire damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.   When you take damage, you may use your reaction to lash out with a burst of flames that deal fire damage to the attacker. The damage equals 2d10 + your Proficency bonus, and ignores resistance to fire damage. Additionally, the target must succeed on a Constitution saving throw or be Blinded for 1 minute. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.   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.

Ability Score Increase

Your Wisdom score increases by 1.

Heart of the Sea

You are resistant to acid damage

Amphibious

You can breathe air and water.

Swim

You have a swimming speed of 40 feet.

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, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the Tidal Wave spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Liquid Form

When attacked, you may use your reaction to transform your form into water causing the attack to pass through you, halving the damage. You may use this ability once per short rest.  

Dust Genasi

As a dust genasi, you are descended from both air and earth. Solid yet shifting, your mind is as unknowable as a desert's shifting sands. Dust genasi typically have pale skin, hair, and eyes; all in light earthen tones. Some always have dust falling from their bodies, while others are accompanied by a stiff dry breeze.

Ability Score Increase

One ability score of your choice increase by 1.

Desert Adept

You have resistance to fire damage and are immune to the effects of extreme heat and dehydration.

Sand Swimmer

You have a burrowing speed equal to your walking speed + 5 feet and you can hold your breath for a number of minutes equal to your Constitution score (not your Constitution modifier). You also gain proficiency with Stealth checks. You don't disturb the ground where you walk. While walking on or burrowing in sand you do not leave tracks or traces unless you wish to do so.

Sand Pulse

You can use your action to grenerate a sand pulse in a 20 foot radius around you. Portions of your body briefly turn into sand and explode outwards. All creatures within area of effect must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 bludgeoning damage and is blinded on a failed save, and half as much damage on successful one. The damage increases to 7d6 at 6th level, 10d6 at 11th level and 13d6 at 16th level. If you were grappled or restrained by nonmagical means when activating this ability, you automatically break that hold. After you use sand pulse, you can't use it again until you finish a long rest.

Gift of the Dunes

You know the Scouring Sands cantrip (detailed below). When you reach 3rd level, you can cast the Earthbind 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. When you reach 5th level, you can cast the Wall of Sand spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.   You know the Sand Spray cantrip (detailed below). Once you reach 3rd level, you can cast Dust Devil 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.   Scouring Sands conjuration cantrip   Casting Time: 1 action Range: 5 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Wizard Fine particles of sand whip around you at speeds that can scour skin from bone. Each creature other than you within range must make a Constitution saving throw. On a failed saving throw, a target takes 1d6 slashing damage, and fails all Wisdom (Perception) checks that rely on sight until the start of your next turn.   This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

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