Genasi Variants
By @homebrewlesbian
Genasi stem from the Elemental Planes of air, earth, fire, and water. They are the result of surges of elemental power, or the union of humans and creatures of elemental lineage such as genies.
Despite all children of an given elemental representing said element, the way their powers manifest can vary from genasi to genasi. Some Fire Genasi combust in radiant pyres, while others have a natural affinity to flame magic. Some Water Genasi may represent the fluidity of rivers, while others represent the frozen ice of the tundra, etc.
Included are variants of traits to the existing four elemental genasi, and splinter genasi types representing different aspects associated with those elements.
Genasi Traits
All Genasi share the following traits:
Ability Score Increase. Your Constitution score can be increased by 2.
Age. 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.
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.
Speed. Your base walking speed is 30 feet.
Air Genasi
Air Genasi find themselves to be as changeable as the skies above. Their moods often shift, but they are quite often light-hearted and go with the flow.
Their skin and hair is often found in shades of whites, light blues, and occasionally grays. Breezes seem to flow around them and they often smell like ozone.
Ability Score Increase. Your Dexterity score can be increased by 1.
Languages. You can speak Common and Auran.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast Levitate 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.
Variant Traits
You may select one of the following traits to replace Mingle with the Wind if you so choose:
Breezewalker. Once per short rest, you may fly up to half your movement speed. If you end your turn in the air, you drop, and take half of the falling damage.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may choose to take no damage if you succeed on the saving throw, and only half damage if you fail.
You may use this ability once per long rest.
Vessel of Wind. You know the Gust cantrip. Once you reach 3rd level, you can cast Gust of Wind 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.
Variant: Storm Genasi
Storm Genasi are an offshoot of Air Genasi representing the electricity, energy, and power of storms in the sky. They are free-spirited and intense, their moods blowing over as quickly as a thunderstorm.
They often have blue skin, with almost a bruised appearance, and have a bad habit of shocking those who touch them with the static electricity generated in their movement.
Ability Score Increase. Your Dexterity score can be increased by 1.
Tempestborn. You have resistance to your choice of Lightning Damage or Thunder Damage.
Swift like the Wind. Your base movement speed is 35 ft.
Embrace the Storm. You know the Shocking Grasp cantrip. Once you reach 5th level, you can cast Call Lightning 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.
Variant: Smoke Genasi
Smoke Genasi, contrary to the name, are not always smoke. They represent the gaseous qualities of the element of air, and have an easy-going disposition and penchant for wandering.
Their skin and hair tends to be gray, white or light blue, and they tend to look light enough to simply float away.
Ability Score Increase. Your Dexterity score can be increased by 1.
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, you suffer half damage from falling.
Whisp. At 3rd level, you may cast Gaseous Form once per long rest.
Earth Genasi
Earth Genasi are strong and resolute, much like their element. They are hardfast with their opinions and values.
Their skin tends to take on a more earthy pigment, in shades of deep brown, even crossing to shades of clay red, or resembling stone, or granite and marble. Often they have eyes in gem shades.
Ability Score Increase. Your Strength score can be increased by 1.
Languages. You can speak Common and Terran.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. You can cast Pass without Trace 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.
Variant Traits
You may select one of the following traits to replace Merge with Stone if you so choose:
Earth Sculptor. You know the Mold Earth cantrip. Once you reach 3rd level, you can cast Earth Tremor 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.
Rock Solid. You have a base AC of 13 + your Constitution or Dexterity modifier if you aren't wearing armor.
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.
Variant: Crystal Genasi
Crystal Genasi are colorful, often patrons of the arts and inclined to enjoy the finer things.
Their skin is jacket and crystal-like, white and opalescent in the light. Some Crystal Genasi also take on base hues other than white such a light pinks, purples, blues, and yellows.
Ability Score Increase. Your Charisma score can be increased by 1.
Solid Form. You have a base AC of 12 + your Constitution modifier if you aren't wearing armor.
Chromatic Crystal. You may cast Chromatic Orb once per long rest, with your body as the material component.
Variant: Sand Genasi
Sand Genasi are commonly found in arid regions. They tend to be fairly amiable but also tricksters.
They often have a dusty, freckled complexion, tan skin, dark eyes, and blond or brown hair.
Ability Score Increase. Your Dexterity score can be increased by 1.
Desert Adept. You have resistance to fire damage and are immune to the effects of extreme heat.
Gift of the Dunes. 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.
Sand Spray
Conjuration Cantrip
- Casting Time: Reaction
- Range: 5 ft.
- Components: V, S
- Duration: One round
When an opponent within 5 ft. of you attempts to hit you with a melee attack you may lash out, spraying sand in their eyes. The creature must succeed on a Constitution saving throw or make their attack at disadvantage.
Fire Genasi
Fire Genasi burn bright and vibrant. They are often the life of the party with their ardent energy.
Their skin commonly takes on shades of a pyre, whether that is oranges and reds while the flame's alight, or the gray and black of the ashes once burnt out. Their eyes tend to be pits of warm colors, windows to their fiery souls.
Ability Score Increase. Your Intelligence score can be increased by 1.
Languages. You can speak Common and Ignan
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
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 Burning Hands 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.
Variant Traits
You may select one of the following traits to replace Reach to the Blaze if you so choose:
Flare. Your body burns with fire, yearning to protect you in the face of danger. You may cast Hellish Rebuke once per short rest. Constitution is your spellcasting ability.
Internal Spark. You know the Fire Bolt cantrip. Once you reach 3rd level, you can cast Dragon's Breath once with this trait and you regain the ability to cast it this way when you finish a long rest. You may only use Fire Damage. Constitution is your spellcasting ability for these spells.
Phoenix Flame. When you take damage, you may use your reaction to lash out with a burst of flames that deals 2d6 fire damage to every creature within 5 ft. of you. You regain a number of hit points equal to half the fire damage dealt. You may use this once per short rest.
Variant: Lava Genasi
Lava Genasi are often solemn, with an easier time concealing their emotions than Fire Genasi, although their temper is just as hot.
They often have cracked, coal-like skin, burning red eyes and tend to be bulkier.
Ability Score Increase. Your Strength score can be increased by 1.
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance. You have resistance to fire damage.
Ember. In darkness you emit 20 ft. of dim light. You may dismiss or ignite this with a bonus action.
Hot-blooded. When a creature hits with a melee attack, you may use your reaction to cause your blood to boil, splattering onto them and dealing 1d6 fire damage. You regain use of this ability after a short rest. The damage increases by 1d6 when you reach 5th level, 11th level, and 17th level.
Water Genasi
Water Genasi are just as just as different as oceans and rivers. They tend to be on the calmer side, following the path of least resistance, however this does not mean to say that they cannot be stubborn.
Their skin is often in shades of blue and green, anywhere from the shade of turquoise ocean water to the dark verdant green of a swamp. Their eyes often follow the same scheme or are oddly fish-like. Water Genasi also occasionally have sharp teeth or always damp hair and skin.
Ability Score Increase. Your Wisdom score can be increased by 1.
Languages. You can speak Common and Aquan.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can cast Create or Destroy Water 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.
Variant Traits
You may select one of the following traits to replace Call to the Wave if you so choose:
Ally of the Ocean. You may communicate to and understand any marine plants or animals. At 3rd level, you additionally gain the Water Breathing spell.
Flow like Water. You have a graceful, fluid way of moving, light on your feet and perceptive to things around you. You gain proficiency in Acrobatics.
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.
Variant: Ice Genasi
Ice Genasi are an anomaly among Water Genasi, often the result of cold climate birth.
They tend to be cold to the touch, with light blue or white skin, and fair frozen hair. You can often see their breath, even if the climate is hot.
Ability Score Increase. Your Intelligence score can be increased by 1.
Languages. You can speak Common and Aquan.
Cold Resistance. You have resistance to cold damage.
Arctic Acclimated. Accustomed to the blizzards and extreme cold, you ignore the difficulties of traversing ice and snow and are not affected by cold weather.
Chill to the Bone. You know the Frostbite cantrip. Once you reach 3rd level can cast Snilloc's Snowball Swarm 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.