Genasi, revised

by technowhiz34

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Genasi

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.

Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

Heirs to Elemental Power

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).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

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 refuge in the households of their genie parents.

Wild and Confident

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.

Genasi Lands

As rare beings, genasi 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.

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.

Genasi Names

Genasi are named by the culture that they're raised in, though some have been known to take the names of an elemental or a distinctive name to show off their heritage.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase. Your Constitution score increases 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 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Altuzan and the language of the culture you were raised in. Various dialects of Altuzan are spoken by all elementals.

Subraces. There are sixteen known types of genasi and possibly more, each corresponding a different element, mix of elements, or mix of elements and positive and negativity. Choose one of these subraces.

Elemental Genasi

Air

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 might accompany 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.

Sky Sprint. You always run with the wind at your back. Your base walking speed is increased to 40 ft.

Wind's Grace. You have proficiency in the Acrobatics skill.

Legacy of the Djinn. You know the gust cantrip. When you reach 3rd level, you can cast feather fall once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast warding wind 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.

Earth

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.

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.

Earth Walk. You can move across difficult terrain made of earth or stone without spending extra movement.

Set in Stone. You have proficiency in the Athletics skill. Additionally, you have advantage on Strength and Constitution saving throws against being unwillingly moved or knocked prone.

Earth's Embrace You know the mold earth cantrip. When you reach 3rd level, you can cast earth tremor spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast maximilian's earthen grasp once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Fire

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.

Fiery 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 connection to the Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Heated. Whenever you make a successful unarmed strike, you may deal fire damage instead of the normal bludgeoning damage. Additionally, as an action, you can magically ignite a flammable object you touch with your hand, as long as that object is not being worn or carried.

Reach for the Flames. 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 do so when you finish a long rest. When you reach 5th level, you may cast scorching ray 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.

Water

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.

Acid Resistance. You have resistance to acid damage.

Liquid Form. Water genasi have movements resembling flowing water, and can move with ease through places others might have difficulty. You can move through occupied spaces without costing additional movement, and you count as one size smaller for the purposes of squeezing.

Born of the Deeps. Water genasi are natural born sea dwellers. You can breath air and water, and have a swimming speed equal to your base walking speed. Additionally, you have proficiency with sea vehicles.

Call to the Waves. You know the shape water cantrip. When you reach 3rd level, you can cast create or destroy water once with this trait, requring no material component, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast moonbeam 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.

Para-elemental Genasi

Ice

Ice genasi, or Children of the Glacier, are related to the freezing Frostfell, where only a select few marids and djinn dwell. While many believe that they are emotionless, ice genasi are possibly the most passionate of all the genasi, which some say this is to make up for the dispassion of the Frostfell. Ice genasi tend towards sharp and angular features, with bits of frost falling off their skin as they walk, and pale blue skin.

Ability Score Improvement. Your Charisma score increases by 1.

Icy Origin. You have resistance to cold damage.

Freezing Soles You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.

Additionally, you can move across water without falling provided you move during your turn, as the water freezes under your feet.

Cutting Cold. You know the frostbite cantrip. Once you reach 3rd level, you can cast ice knife once with this trait, requiring no material component, and you regain the ability to do so when you finish a long rest. When you reach fifth level, you may cast armor of Agathys as a 2nd level spell, requiring no material component, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Magma

Magma genasi are taken by many to be stupid. In fact, the opposite is the case. Magma genasi are quite intelligent, leading many to become philosophers, or for those with magical tendencies, wizards. Some become artisans, which is a good fit as the plane they're closely tied to is often called the Fountains of Creation. Magma genasi are quite large and strong, with skin that glows red hot, and sometimes with cracks in it showing off their fiery insides. Their hair is usually similar to a fire genasi's in that it's made of fire, or of solidified lava.

Ability Score Increase. Your choice of your Strength or Intelligence score increases by 1.

Fire Resistance. You have resistance to fire damage.

Lava Bath. You can swim through lava and magma without spending extra movement or taking damage. You can also breath while submerged in lava.

Fiery 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 connection to the Fountains of Creation makes your darkvision unusual: everything you see in darkness is in a shade of red.

Magma Magic. You know the firebolt cantrip. When you reach 3rd level, you can cast searing smite once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast heat metal once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Ooze

The Swamp of Oblivion, also known as the Plane of Ooze, Plane of Mud, Elemental Cesspit, and several less polite names, is a giant swamp at the intersection of the Elemental Planes of Earth and Water. Populated by hags, slaads, swarm of mosquitos, and oozes, few beings willingly live in the swamp, unless they want to go to extreme lengths to be left alone. There are few settlements, as a result of the lack of solid ground. Many powerful artifacts have been rumored to have been thrown into the Swamp over the years, which has led to some dragons and more than a few adventurers to try their luck in it, with many of them never returning. Ooze genasi are covered in a layer of slime or mud, giving them a repulsive appearance. Many are bloated, and have droopy, black eyes, and worst of all, have a personality to match their appearance. Others have skin the color of mud that breaks and crumbles like clay.

Ability Score Increase. Your choice of your Strength or Dexterity score increases by 1.

Acid Resistance. You have resistance to acid damage.

Muddy Maneuvers. You ignore difficult terrain caused by bogs, marshes, swamps, and otherwise muddy terrain.

Slimy Form. You have advantage on ability checks made to escape or avoid being grappled or restrained. You can move through a space as narrow as 6 inches wide without squeezing.

Mud Magic. You know the acid splash cantrip. When you reach 3rd level, you can cast grease once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast acid arrow once with this trait, requring no material component, and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Smoke

The Plane of Smoke, more commonly known as the Great Conflagration, is a mostly shapeless plane lacking solid ground. The only places capable of producing a settlement are rare instances where the ash has become so thick it has solidified. The plane is also almost as hot as the Plane of Fire, and is also impossible to see through through the smoke. Smoke genasi who leave this plane find themselves drawn to large cities, and are uncomfortable in large areas, due to being used to the limited visibility of their home. Smoke genasi, called by some ash genasi or Shadows of the Vapors, typically have dark grey or black hair that moves on its own, a voice that sounds like it's choking, and mottled gray skin that seems to change from moment to moment, sometimes with the remnants of flame visible within.

Ability Score Increase. Your choice of your Dexterity or Intelligence score increases by 1.

Smoke and Mirrors. You have proficiency in the Stealth skill. Additionally, your proficiency bonus is doubled for any Stealth check you make while obscured by smoke or ash.

Gaseous Form. You are always under the effect of the feather fall spell. When you do so, your body turns to smoke and drifts slowly down. Additionally, you have resistance to fire damage, and can breath through smoke and other airborne toxins without difficulty.

Smoky 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 connection to the Elemental Plane of Steam makes your darkvision unique: you can see through smoke and airborne ash within this range.

Smoke in the Wind. You cast misty step once with this trait and regain the ability to do so when you finish a long rest. When cast this way, you turn to smoke and are blown 30 feet. Constitution is your spellcasting ability for it.

Positive Quasi-Elemental Genasi

Lightning

The Quasi-Elemental Plane of Lightning is home to many shrines to gods of lightning and thunder, and even some Archfey and Archfiends tied to the sky.

Ability Score Increase. Your choice of your Dexterity or Wisdom score increases by 1.

Stormy Resilience. You have resistance to lightning damage. Additionally, you have advantage on saving throws against being deafened.

Storm Soul. You connection to the Plane of Lightning lends you the ability to manipulate angry winds. You have a flying speed of 30 feet. However, you must land at the end of your turn or begin falling. Additionally, you are always under the effects of the feather fall spell.

Stored Air. Lightning genasi store air in their bodies, which can temporarily enable them to forgo breathing. You can hold your breath for up to 1 hour at a time.

Inner Lightning. You know the shocking grasp cantrip. When you reach 3rd level, you can cast thunderwave once with this trait, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Mineral

The Plane of Minerals is a place where the wealth laying on the ground is larger than the combined treasuries of any mortal kingdoms, and where anyone who steps foot on the plane is turned into crystal.

Mineral genasi are large and strong, even larger than their earth genasi cousins.

Ability Score Increase. Your Strength score increases by 1.

Mineral Body. You have advantage on saving throws against spells and effects that would petrify you. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Earth's Bounty. You have proficiency with artisan's tools (jeweler's tools). Additionally whenever you make an ability check using your jeweler's tools related to the value and properties of gemstones and other valuable minerals, you are considered proficient in this check and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Hardened Skin. When you are not 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.

Hard as a Rock. You punch as hard as the earth. When you hit with an unarmed attack you deal 1d6 + your Strength modifier bludgeoning damage.

Radiance

The Plane of Radiance is a place where every moment is a light show with a scintillating display of exotic colors found nowhere else in the Multiverse. This leads many radiance genasi to return to the Plane of Radiance after they leave, as they find the color in other parts of the Multiverse lacking. Those who leave for good however, typically take up professions that allow them to see or interact with natural beauty of these other worlds.

Ability Score Increase. Your Charisma score increases by 1.

Artistic Pursuits. You gain proficiency in one type of Artisan's Tools.

Lustrous 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 Plane of Radiance make your darkvision unusual; you can discern color in darkness.

Burning Light. Light burns within you. You have resistance to fire damage, and advantage on saving throws against being blinded.

Well of Brilliance. You know the dancing lights cantrip. Once you reach 3rd level, you can cast cure wounds once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast lesser restoration once with this trait, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Steam

The Plane of Steam, also called the Great Fog, Obscuring Mists, or The Hidden World is at the intersection of the Elemental Plane of Water and the Positive Energy Plane. It is a place of secrecy, perpetually shrouded in steam. Steam genasi are experts at discerning the unknown which for some involves investigating ancient ruins, or adventuring to find and solve hidden problems. No matter the case, for those born on the Plane of Steam their first act as an adult is typically to leave the plane and strike out on their own. They are generally respected by those familiar with their extraplanar origins, as most many discoveries regarding the planes were in fact discovered by steam genasi. Steam genasi perpetually emit steam, especially when worried or angered, though many learn to manipulate it on command.

Ability Score Increase. Your Intelligence score increases by 1.

Steamy 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 connection to the Elemental Plane of Steam makes your darkvision unusual: you can also see through steam within this range.

Curious Nature. You have proficiency in the Investigation skill.

Amphibious. You can breathe both air and water.

Steamy Form. You are partially incorporeal, and can move through the space of any Medium or larger sized creature. You also have resistance to fire damage.

Condensation. You can cast blur once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for it.

Negative Quasi-Elemental Genasi

Ash

The Plane of Ash is a cold, dark place, where only the strong and smart survive. Ash genasi are naturally acclimated to their home plane.

Ability Score Increase. Your Wisdom score increases by 1.

Ashy Resilience. Despite being related to the elemental Plane of Fire, the Plane of Ash is bone-chillingly cold. You have resistance to cold damage. Additionally you can also hold your breath indefinitely while you’re not incapacitated.

Ashy 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. This darkvision is also unique, as it allows you to see through ash clouds within this range.

Harsh Life. You have an affinity for the wildest and most rugged of environments. You have proficiency in the Survival skill.

Ember's Legacy. You can cast fog cloud once using this trait. You regain the ability to do so when you finish a short or long rest. When cast this way, the spell manifests a cloud of ash instead of fog. Constitution is your spellcasting ability for this spell.

Dust

Dust genasi are fascinated by ancient history, whether it's a weapon, scroll, or merely the broken pieces of ancient pottery. This is a result of belonging to a plane that claims all things as dust eventually, no matter how well they're built. Dust genasi wish to see all that life has to offer, before returning to their plane in one way or another. Dust genasi have a permanent coating of sand on their bodies and in their hair, a layer of dust emanating from them, and the howl of a sandstorm in their voice.

Ability Score Increase. Your Intelligence score increases by 1.

Sands of Time. You have proficiency in the History skill, and can speak, read, and write one additional language of your choice.

Born of Dust. You have resistance to necrotic damage and do not need to breath. Additionally, magic can't put you to sleep.

Dusty Legacy. You know the gust cantrip. When you reach 3rd level, you can cast shatter once with this trait, requiring no material component, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Salt

Salt genasi come from a plane of pain, and they share this discomfort with outsiders who interact with them. Partly due to other's dislike of them, but also due to the love of exploring that they share with their steam genasi cousin, salt genasi love exploring, specifically by sea or Spelljamming. Sea genasi have an encrusting of salt on their skin and in their hair, their lips are always cracked, and always smell of saltwater.

Ability Score Increase. Your Wisdom score increases by 1.

Salty Nature. You have resistance to necrotic damage. Additionally, you can breathe air and water.

Desiccation. When you damage a creature with an attack or a spell, you can cause the attack or spell to deal extra necrotic damage to the creature as you suck the moisture out of their body. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. A creature is immune to this effect if they don't bleed or don't require water to survive.

Salt in the Wound. You know the vicious mockery cantrip. When you reach 3rd level, you can cast create or destroy water once with this trait, requiring no material component, regain the ability to do so when you finish a long rest. When cast this way, you may only choose the destroy water option. When you reach 5th level, you can cast blindness/deafness 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.

Void

Void genasi are born are the Plane of the Void, also known as the Great Vaccuum, Great Divide, or Blind Eternities, though that is the technical term for an entirely different section of the Multiverse. Scholars dislike mention of void genasi, as by all metrics they shouldn't exist. They are typically born on a plane lacking solid anything save a few settlements, and the only beings native to that plane exist as pure thought. As a result of their pale skin or dark gray skin, unnaturally colored eyes, which can be black, gray, yellow, or violet, and inability to breath, void genasi are sometimes mistaken for vampires or other undead. Their hair tends to the extremes, and is typically either a pale white, or a deep black.

Ability Score Increase. Your Dexterity or Intelligence score increases by 1.

Void Speech. Given that there's no sound in the void, you can speak in other ways. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language.

No Air in Space. You do not need to breathe, and can survive in hard vacuum.

Crushing Loneliness. Used to the infinite emptiness of the void, you have resistance to psychic damage.

No Sound in the Void. You can cast silence once using this trait. You regain the ability to do so when you finish a short or long rest. Constitution is your spellcasting ability modifier for it.

Credits

Created by /u/technowhiz34 using GM Binder. Thanks to the Spectre Creations and Team Crow Discord servers for their feedback and assistance!

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