Genasi (Variant)

by Okra the Bugbear

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Genasi Traits

Your genasi character has the following traits.

Ability Score Increase. Your Charisma score increases by 2.

Age. Genasi mature at about the same rate as humans, and can live up to 150 years on average.

When a genasi dies, their body decomposes at the normal rate a human body would, though their body is broken down into the elements they are most tied too. Air gensai fade into air, earth genasi crumble into dirt and rock, fire genasi disintegrate into ash and cinder, and water genasi melt into pools of water.

Alignment. Self-reliant and independent, genasi tend toward a neutral alignment. Some will find themselves having strong compulsions to surround themselves with other creatures, especially those who acknowledge their elemental prowess regularly.

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.

Languages. You can speak, read, and write Common and Primordial.

Subrace. The elemental blood flowing through their veins helps shape each genasi physically and mentally. The four major subraces are: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces for your genasi.

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.

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

Rushing Winds. You know the gust cantrip. When you reach 5th level, you can cast the warding wind spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Wind's Embrace. Your elemental blood allows you to manipulate the wind while you're not incapacitated. You and any creatures of your choice within 10 feet of you have their jump distance and height doubled and ignore the first 20 feet of falling damage.

Lightning Resistance. You have resistance to lightning 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 Constitution score increases by 1.

Shifting Earth. You know the mold earth cantrip. When you reach 5th level, you can cast the pass without trace spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Creatures can only benefit from the effects of this spell while moving across terrain made of nonmagical, unworked earth or stone. Charisma is your spellcasting ability for these spells.

Mountain Pass. You have a burrowing speed of 15 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.

Sure-Footed. You have advantage on ability checks and saving throws against effects that would knock you prone.

Stone Resilience. You have hard, rocky skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Additionally, you can't be petrified.


Constitution Variant

At your DM's discretion, you can use the following variant rules when creating a genasi character:

Ability Score Increase. Your Constitution score increases by 2, instead of your Charisma score. If your choice of a genasi subrace would normally grant you a bonus to your Constitution score as well, you increase your Strength score by 1 instead.

Innate Spellcasting. When casting a spell gained by your choice of a genasi subrace, Constitution is your spellcasting ability for these spells instead of Charisma.

DC & Damage Calculations. If your choice of a genasi subrace has a trait the uses your Charisma modifier to calculate the DC of or damage dealt by an effect, you use your Constitution modifier instead.

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 Intelligence score increases by 1.

Blazing Heart. You know the produce flame cantrip. When you reach 5th level, you can cast the heat metal spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fiery Presence. You can ignite any flammable objects you can see or extinguish any nonmagical flames within 10 feet of you as the free object interaction on your turn. Additionally, light created by fire within 10 feet of you doubles in range.

Burning Sanctuary. Your elemental blood allows you to manipulate the temperature around you while you're not incapacitated. You and any creatures of your choice within 10 feet of you don't suffer from the effects caused by extreme temperatures, as described in chapter 5 of the Dungeon Master's Guide.

Fire Resistance. You have resistance to fire damage.

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.

Amphibious Body. You can breathe air and water, and you have a swimming speed equal to your walking speed.

Water Surge. While immersed in water or standing in heavy rain, you can take the Dash action as a bonus action. Immediately after you use this trait to Dash, you can choose a creature you can see within 10 feet of you. This creature can also take the Dash action as a bonus action until the end of their next turn.

Call to the Wave. You know the shape water cantrip. 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. Charisma is your spellcasting ability for these spells.

Acid Resistance. You have resistance to acid damage.




















Credits

Designed by Okra the Bugbear


Special thanks to No Laifu, Groggen2, DMaddness, DireWereTeddy, Rin Obsidiandice, Cassinopa, Arimart, CurlyHairedRogue, RedWitch, NotTheSmoooze, and Krates


Lightshape: Jonoman3000


Artwork by Eric Belisle, pngpix

Para-Elemental Genasi

These genasi are the direct product of the mixing of blood from two different elemental creatures, making them much rarer to encounter than genasi of the primary elemental planes (Air, Earth, Fire, and Water).

Most commonly, this is the result of two genasi or a genie and a genasi with different ancestries procreating. For example, the offspring of a water genasi and a Djinni would potentially culminate in the birth of an ooze genasi. While it is not impossible, rarely will a genie ever procreate with another genie, for fear of losing power over their court.

Ice Genasi

As an ice genasi, you are the product of a union between the energies of the Planes of Air and Water. You have a very pragmatic view of the world, coming across as being "cold-hearted" in the eyes of others. Your skin is considerably cooler when compared to that of the average humans, finding temperatures above freezing to be disgustingly humid. For this reason, many ice genasi favor climates that are unceasingly cold or travel under the pale moonlight of a cold night.

Most ice genasi have pale and angular features, with some even having patches of tiny icicles growing from their bodies. Their skin, hair, and eyes are commonly a mixture of pale white and icy blue. With their bodies almost numbingly cold to the touch, many ice genasi often will exude a chilling breath whenever they speak. While traveling in climates above freezing, ice genasi have been known to sap heat from the air around them to stay moderately comfortable, which creates a thin layer of mist around them.

Ability Score Increase. Your Wisdom score increases by 1.

Snow Camouflage. You have advantage on Dexterity (Stealth) checks to hide in snow-covered and icy terrains.

Frost Walk. You ignore difficult terrain created by snow or ice. Additionally, while crossing terrain comprised of still or slow-moving water, you can freeze a thin layer of it below the soles of your feet, turning it into a 5-foot cube of ice that melts after 1 minute.

Kiss of the Tundra. You know the frostbite cantrip. When you reach 5th level, you can cast the armor of Agathys 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. Charisma is your spellcasting ability for these spells.

Cold Resistance You have resistance to cold damage.

Magma Genasi

As a magma genasi, you are the product of a union between the energies of the Planes of Earth and Fire. You find yourself drawn to regions containing a perpetual source of intense heat, like an active volcano. Though you may not appear it, you are four times as heavy as a human of a similar size and contain twice the average amount of blood. Your blood is scalding and capable of singeing wooden floors on contact. This excess of mass causes you to be more sluggish than your genasi cousins. Your actions, by extension, are very methodical and thought out. Despite this, you are also in possession of an unrivaled temper, exploding into a fiery fury at even the smallest of provocations.

Often mistaken for their fire genasi counterparts, the magma genasi often shares the physical characteristics of their fire genasi cousins. Despite this resemblance, magma genasi typically do not possess their heightened acuity, though they are far from being simple-minded. Some magma genasi have learned to grow layers of molten rock along their skin, though this is less durable than the rocky hide of the earth genasi.

Ability Score Increase. Your Constitution score increases by 1.

Sluggish. Your base walking speed decreases to 25 feet.

Molten Shell. During a long rest, you can create an extra layer of protection over your skin in the form of a molten rock. You gain a number of temporary hit points equal to your level + your Constitution modifier (minimum of 2). This extra layer crumbles away when these temporary hit points are reduced to 0 or you gain temporary hit points from another source.

Lava Walk. While crossing terrain comprised of lava, you can rapidly cool the molten liquid before the soles of your feet make contact with it, turning it into a 5-foot cube of earth that crumbles after 1 minute. Creatures can cross this terrain without taking damage from the lava, though a creature takes 2d6 fire damage if they end their turn on this terrain and haven't moved 10 feet or more this turn.

Turn to Slag. You know the firebolt cantrip. When you reach 5th level, you can cast the Melf's minute meteors spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fire Resistance. You have resistance to fire damage.

Ooze Genasi

As an ooze genasi (sometimes referred to as a mud genasi), you are the product of a union between the energies of the Planes of Earth and Water. Your body is abnormally flexible, capable of squeezing through crevices that would appear too tight for you to fit. Your ability to secrete oils from your skin also makes it difficult for you to be pinned down. Unlike their genasi cousins, ooze genasi do not feel any pull or draw to the primordial muck they were birthed from, though they will take any advantages they can get.

Despite the name, the ooze genasi have little connection to slimes and oozes. Their bodies are oddly equipped to handle them, however, if ever confronted by one.

Most ooze genasi appear to be unclean, or like they spent the night bathing in swamp water. They typically have sickly greenish-yellow skin, with some even possessing brownish blotches. If an ooze genasi is more attuned to the plane of earth than the plane of water, they may instead have darker skin textured and colored like mud. Their hair is usually black or brown with an oily sheen. Many have taken up work as thieves or mercenaries using their flexible bodies to slip away. Evil-aligned ooze genasi have been known to worship the Lord of Slime, Juiblex.

Ability Score Increase. Your Dexterity score increases by 1.

Absorbent Skin. You can breathe air, water, and while engulfed by an ooze.

Greased Palms. You can exude a slick, nonflammable oil from your body at will, giving you advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Additionally, you can use your action to touch a willing creature and coat them in some of your natural oils, which dries out after 10 minutes. Until this oil dries out, they share these advantages.

Down in the Muck. You know the acid splash cantrip, and can cast it without material components. When you reach 5th level, you can cast the alter self spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Acid Resistance. You have resistance to acid damage.

Smoke Genasi

As a smoke genasi, you are the product of a union between the energies of the Planes of Air and Fire. You share many characteristics with your air genasi cousins, though the ability to sore through the skies has been muddled by your lazy personality. You tend to be nosy by nature, injecting yourself into the conversation of others and eavesdropping whenever you can. Your ability to blend into cloudy substances makes this much easier in locations like taverns with patrons who frequently enjoy a smoke.

Smoke genasi tend to have black or grey skin with a path of smoke trailing behind them. This smoke is generally odorless, though, on occasion, it's can have a rather distinct smell to indicate your current mood. Their hair commonly lacks any substance and appears to be comprised of gaseous material. This gaseous material often manifests as a dark smoke, while more exotic specimens appear a misty indigo, a purple haze, or even a burning orange.

Ability Score Increase. Your Dexterity score increases by 1.

Filtered Breaths. Your elemental blood allows you to process airborne toxins easier than most. You have advantage on saving throws against harmful gases such as those created by inhaled poisons, gaseous breath weapons, or by spells like stinking cloud.

Smoke in the Lungs. You may use your action to inhale gaseous substances such as fog, smoke, or poisonous gas, clearing an area of up to 10 feet around you of these gases.

Drifter in the Fog. You know the haze cantrip. When you reach 5th level, you can cast the gaseous form spell once with this trait, and regain the ability to do so when you finish a long rest. You don’t need material components for either spell, and Charisma is your spellcasting ability for these spells.

Poison Resistance. You have resistance to poison damage.

Quasi-Elemental Genasi (Positive)

The planes of Positive Energy are ironically the most inhospitable of all the inner planes. These planes are in a state perpetual creation and destruction, overloading everything with energy to the point of implosion. As such, creatures living in these regions are scarce.

When a genasi connected to one of these planes is born, it's usually a direct result of a parent visiting a location where traces of these planar energies are present. A family heirloom may contain a gem harvested from the Plane on Minerals. The temple dedicated to a storm god perhaps housing a portal to the Plane of Lightning. Or maybe a town enveloped in a perpetual mist leaking out of the Plane of Steam.

Lightning Genasi

Charged with an internal reservoir of electricity, lighting genasi possess an inordinate amount of energy. You will often find yourself taking up a new task after another is complete to burn off this excess energy. This heightened activity also stimulates your brain, allowing you to absorb and recall various information much easier.

Lightning genasi typically have vibrant skin in shades of blue, purple, or pink. Their hair is usually yellow, blue, or black and naturally tends to remain wild and sharp. With their innate connection to the plane of lightning, various deities holding power over lightning or storms will often seek out and beckon to these genasi to become clerics in visions or natural phenomena.

Ability Score Increase. Your Intelligence score increases by 1.

Quick Recharge. You only need to sleep for 4 hours to gain the benefits of a long rest. You cannot benefit from this trait if you have any levels of exhaustion.

Lightning Rod. When a creature within 30 feet of you would be impacted by an effect that deals lightning damage, you can use your reaction to redirect the energy towards you, becoming the new target for this instance of lightning damage instead. You may choose to use this trait after damage has been rolled, but before the result of the roll are revealed.

Roar of the Tempest. You know the shocking grasp cantrip. When you reach 5th level, you can cast the lightning bolt spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Lightning Resistance. You have resistance to lightning damage.

Mineral Genasi

Mineral genasi commonly possess a generous and caring personality. They often can be seen acting as caretakers or guardians to others and scarcely employ violence as a solution to their problems. When provoked to violence, however, mineral genasi will use their innate magic to ward off threats.

While they enjoy the company of other living creatures, some mineral genasi take up residence in abandoned mines or on top of mountains near deposits of unearthed gems and crystals. Your presence helps to revitalize the damaged earth or protect it from the greedy intentions of others.

As a mineral genasi, crystals of varying sizes, shapes, and colors grow across your body. These crystals offer you natural protection similar to that of your earth genasi cousins, though they also contain minor healing property highly coveted by others. The hair of a mineral genasi can grow as soft and malleable as that of human's hair, while others have clumps of crystals growing from their head that requires the use of chisels to shapen. Mineral genasi will often scatter their crystal shavings across areas damaged by the excavation of gems and crystals, providing the land with the nutrients to restore itself over time.

Ability Score Increase. Your Wisdom score increases by 1.

Earth's Bounty. You can sense the presence of any unworked crystals or gems within 60 feet of you. You do not learn their exact location or any specific information about them.

Healing Crystals. The crystals comprising a mineral genasi's body contains properties that amplify natural healing. Whenever a creature within 30 feet of you regains hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regain additional hit points equal to your Charisma modifier (minimum of 1).

Shards of Earth. You know the shardstorm cantrip. When you reach 5th level, you can cast the spike growth spell once with this trait, and regain the ability to do so when you finish a long rest. When cast using this trait, it produces jagged crystals and gems instead of spikes and thorns. You don’t need material components for either spell, and Charisma is your spellcasting ability for these spells.

Crystalline Body. Your skin is comprised of hard crystals. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Additionally, you can't be petrified

Steam Genasi

Catchy Title
  • skin tone is usually a pale blue or white
  • the iris of the eyes appear fogged over or very light in color
  • can manipulate the moisture in the clouds to a limited degree
  • appear to be perpetually sweating
  • van exude vapor from body by warming themselves up
  • have a habit to explore the unkown and hidden

Ability Score Increase. Your Dexterity score increases by 1.

Unclouded Vision. You can see clearly through areas obscured by cloudy substances like fog, steam, and mist.

Cloud Weaver. As an action, you can change the opacity of a cloudy substance you can see within 30 feet of you, and that fits within a 10-foot cube. A heavily obscured area altered in this way becomes lightly obscured, or vice versa.

Lost in a Fog. You know the haze cantrip, and can cast it without material components. When you reach 5th level, you can cast the blur spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fire Resistance. You have resistance to Fire damage.

Radiance Genasi

Some literary works have described the radiance genasi as a warm light upon the world. Incapable of seeing dark or desaturated tones, their eyes converting these colors into vibrant hues. With your entire existence suffused in beautiful colors, you are the most charismatic of the genasi, often seeking out or creating beauty wherever you travel.

As radiance genasi mature, they begin to explore beauty outside what they can see. Many have gone on to become master artisans, poets, musicians, and so forth. Even if they are not the creators of these works, many who pursue these crafts find the glowing personality of these genasi to be inspiring muses for their work, which they are often happy to assist.

Radiance genasi share no common colors of hair, skin, or eyes, as they are capable of shifting these tones to any color at a whim. Often their hair will severely contrast that of their skin and eyes, making them appear even more vibrant. Though not bright enough to reveal their position in dark environments, some radiance genasi shed a thin aura of light around them.

Ability Score Increase. Your Charisma score increases by 1.

Radiantvision 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 Plane of Radiance makes your vision unusual: you can discern color in darkness. Additionally, you cannot have your vision impaired by light.

Luminous Ward. When a creature you can see within 30 feet of you makes an attack, you can use your reaction to cause radiant energy to flare up form your body, imposing disadvantage on the attack roll. This trait does not affect creatures immune to being blinded. Once you use this trait, you can't use it again until you finish a long rest.

Call the Dawn. You know the lightshape cantrip. When you reach 5th level, you can cast the daylight spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Radiant Resistance. You have resistance to radiant damage.

Quasi-Elemental Genasi (Negative)

Ash Genasi

Catchy Title
  • bone chilling cold
  • does not to breathe
  • have an innate disdain for fire
  • smart but uneasy to trust

Fluff.

Ability Score Increase. Your Wisdom score increases by 1.

Body of Ash. Smoke and ash doesn't hinder your ability to see or breath. Additionally, you have resistance to cold and poison damage.

Snuff Out. You can extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet of you as the free object interaction on your turn.

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 can’t discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Stir the Ashes. You know the poison spray cantrip. When you reach 5th level, you can cast the stinking cloud spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dust Genasi

catchy title
  • cracked skin
  • ability to breakdown nonmagical objects into dust
  • intrigued by the desication and erosion of life into dust
  • morbid personality

Ability Score Increase. Your Intelligence score increases by 1.

Dispersion.

Dust to Dust. You know the touch of decay cantrip. When you reach 5th level, you can cast the dust devil spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Entropic Resilience. You have resistance to Necrotic damage, and you have advantage on saving throws against effects that would reduce your hit point maximum.

Salt Genasi

catchy title

Fluff.

Ability Score Increase. Your Constitution score increases by 1.

Amphibious You can breathe air and water.

Call to the Brine. You know the desiccation cantrip. When you reach 5th level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait to destroy water, and regain the ability to do so when you finish a long rest. You don’t need material components for either spell, and Charisma is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Acid Resistance. You have resistance to acid damage.

Vacuum Genasi

Fluff.

Ability Score Increase. Your Dexterity score increases by 1.

Speech of the Void. You can telepathically speak with any creature within 30 feet of you. Creatures only understand you if you both share a language.

Beckon the Void. You know the vacuum pull cantrip. When you reach 5th level, you can cast the silence spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Voidwalker. You don't require air. In addition, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Necrotic Resistance. You have resistance to necrotic damage.

Spells

Desiccation

Necromancy cantrip


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pinch of salt)
  • Duration: Instantaneous

You cause living things to wither as you draw the moisture from them. Make a melee spell attack against the target. On a hit, you deal 1d10 necrotic damage to the target. If the creature is a plant or comprised completely of water, it deals the maximum damage instead. Creatures that are undead, constructs, or don't require water to survive are immune to the effects of this spell.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Haze

Transmutation cantrip


  • Class: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water)
  • Duration: 1 minute

You create a 5-foot-radius sphere of fog or mist centered on a point you can see within range. The sphere spreads around corners, and its area is lightly obscured. It lasts for the duration, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

As a bonus action, move the cloudy substance up to 10 feet in any direction of your choosing or cause shapes and silhouettes to form inside this clouded area. If you create this cloudy substance inside an already clouded area, you can form these visual illusions anywhere inside this area.

Lightshape

Transmutation cantrip


  • Class: Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous or 1 hour (see below)

You choose an area of bright and/or dim light that you can see within range and that fits within a 20-foot cube. You affect it in one of the following ways:

  • You change the light’s color. This change lasts for 1 hour
  • You change the light from dim light to bright light, or vice versa. The change lasts for 1 hour.
  • You focus the light onto a point, causing a flammable object within the area that isn’t being worn or carried to ignite.
  • You cause the light to flash in a creature’s eyes. One creature In the area must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of your next turn, and be unable to make opportunity attacks for the same duration. A creature immune to the blinded condition automatically succeeds on this saving throw.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Shardstorm

Conjuration cantrip


  • Class: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of crystal, wood, or stone)
  • Duration: Instantaneous

A line of jagged debris 15 feet long and 5 feet wide burst from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 1d6 piercing damage on a failed save.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shrapnel Blast

Transmutation cantrip


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

You touch one nonmagical object that isn't being worn or carried by another creature and is capable of being shattered (such as a piece of crystal, a pebble, or a chunk of wood). This object is imbued with unstable energy, which causes it to explode into magical shrapnel at the start of your next turn. A creature can use their action to throw this object up to 15 feet before it explodes. This object explodes early if it touches anything after being thrown or if it takes any damage.

Each creature within 5 feet of this object when it explodes must make a Dexterity saving throw. A creature takes 1d6 piercing damage on a failed save.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Touch of Decay

Transmutation cantrip


  • Class: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You infuse the energies of entropy and decay into your hands as you touch a creature or a fabricated, nonmagical object that isn't being worn or carried. Make a melee spell attack against the target. On a hit, you deal 1d10 necrotic damage to the target. If the target is an object or a construct, it deals the maximum damage instead. (you can use the rules found in Chapter 8 of the Dungeon Master's Guide to help determine the AC and hit points of an object). A target that is immune to aging or is made of gold or platinum is unaffected by this spell.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Vacuum Pull

Conjuration cantrip


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You briefly create a small tear in space in front of you. This tear creates a vacuum in the form of a line 15 feet long and 5 feet wide in a direction of your choosing. Creatures in this area must succeed on a Strength saving throw or be pulled up to 10 feet towards you. Unsecured objects in this area that are not being worn or carried are automatically pulled towards you. When a target is pulled towards you, you can choose to deal it 1d6 force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Feats

Blessings of the Depths

Prerequisite: Genasi (water)


The primordial blood running through your veins is stronger than most, allowing you to guide creatures through the darkest depths beneath the waves. You gain the following benefits:

  • Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Your swimming speed increases by 10 feet
  • You learn the water breathing spell and can cast it once without expending a spell slot or requiring material components. When cast in this way, creatures gain a swimming speed of 30 feet for the spell's duration. You regain the ability to cast it in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Mingle with the Wind

Prerequisite: Genasi (air)


The primordial blood running through your veins is stronger than most, allowing you to sore through the air as you gather the winds around you. You gain the following benefits:

  • Increase your Constitution, Dexterity, or Charisma score by 1, to a maximum of 20.
  • Whenever you take the Dash or Disengage action, you may fly up to your movement speed instead of walking. You must land at the end of your turn or begin to fall unless something is keeping you aloft.