Genasi / Elemental Affinity
Something something, elements. Something something, magic from ancestry. Something something Elemental manifestations and affinity. GENASI. OFFSPRING OF GENIES. STOOD TOO CLOSE TO A POOL OF LAVA GROWING UP.
Genasi in Biolance is a Lineage, effectively somewhere in your past or during your formative or between-years, you gained an elemental affinity that greatly changed the make-up of your physical and spiritual being. Following the course of natural and supernatural magicks, your body underwent great physical changes, kinda like second puberty. Instead of getting biological oddities like a third arm or a fourth ear, you got flaming hair, sweats really hard, cracked earthen skin, or a cloud of constant air around you. Good deal.
Genasi are most often found in-to or near places where great elemental power lays, for instance Fire Genasi live closer to forges or always operate in hot desert or molten worlds. Earth Genasi stay on purely barren rocky worlds, Water Genasi remain in frozen or water-filled worlds, and Air Genasi really go anywhere they damn please, but you can at least expect gas to be there, like a Gas Giant.
You gain the following traits:
Elemental Heritage. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Language of Elements. You can speak, read, and write Primordial.
Air Element
Undending Breath. You can hold your breath indefinitely while you're not incapacitated.
Thunder Displacement. You have resistance to thunder damage.
Mingle with the Wind. Your base walking speed is 40 feet, heightened by your lithe and air-empowered frame, and the distance you cover with jumping is doubled.
Scion of the Wind. You know the gust cantrip.
When you reach 3rd level, you can cast the levitate spell with this trait, requiring no material components.
When you reach 5th level, you can cast the gust of wind spell with this trait.
Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Earth Element
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Dense Particle Matter. You have such touch skin you shrug off heavy blows. You gain Damage Reduction of 3 against Ballistic and Bludgeoning damage.
Legacy of Stone. You know the mold earth cantrip.
When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell with this trait.
When you reach 5th level, you can cast the pass without trace spell with this trait.
Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Fire Element
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 Flames. You know the control flames cantrip.
When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell with this trait.
When you reach 5th level, you can cast the flame saber spell with this trait.
Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Element
Aqueous Resistance. You have resistance to acid and cold damage.
Ocean Inhabitant. You can breathe air and water, and you have a swimming speed of 30 feet.
Call to the Waves. 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 with this trait.
When you reach 5th level, you can cast the wall of water spell with this trait.
Once you cast a spell with this trait, you can't cast that spell again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Nuclear Element
Atomic Resistance. You have resistance to force damage.
Nuclear Waste Tenacity. You have advantage on saving throws against Radiation and can choose to ignore any mutations or effects you would gain from it.
Splitting the Atoms. You know the sword burst cantrip.
When you reach 3rd level, you can cast the atomic smite spell with this trait.
When you reach 5th level, you can cast the nuclear nova spell as a 2nd-level spell with this trait.
Once you cast a spell with tis trait, you can't cast that spell again until you finish a long rest. Constitution is your spellcasting ability for these spells.