Genasi (5e Race Variant)

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Design Note: The first party genasi available in the Elemental Evil Players Companion is largely considered underpowered compared to the PHB races and even unbalanced compared to each other's subraces. As such this variant exists to be balanced in line with the other first party races, particularly the tiefling due to their similar traits.

Genasi Variant[edit]

Genasi can be born to almost any humanoid and possess an elemental heritage that takes after one of the inner planes: air, earth, fire, water. A powerful elemental blessed your birth, a planar disturbance imbued you with elemental essence, one or both of your parents were genasi. The more elemental you look, the more control you have over your element the closer or stronger your connection is to your respective elemental plane. Which will depend on the source of the elemental essence, an elemental that imbues you with such gifts will be weaker than if a noble genie or an elemental prince did so.

Genasi Traits[edit]

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 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. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Subrace. The genasi come in four forms after each of the elemental planes, however, there are an additional 4 that also exist as part of the para-elemental planes. Regardless of if your elemental heritage is of the prime or para elements pick one from the eight subraces below.

Air Genasi[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Air Cushion. Given enough time you can turn even the worse falls into a comfortable landing. When you take damage from falling 20 feet or more, you instead take no damage.
Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, you can cast the levitate 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. Constitution is your spellcasting ability for these spells.
Wild Freedom. You have advantage on ability checks to escape being grappled or restrained.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Earth Genasi[edit]

Ability Score Increase. Your Strength score increases by 1.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Sure Footed. You have advantage on saving throws against being knocked prone.
Merge with Stone. You know the mold earth cantrip. Once you reach 3rd level, you can cast the pass without trace 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. Constitution is your spellcasting ability for these spells.
Undisturbed Step. You don't disturb the ground where you walk. While walking you do not leave tracks unless you wish to do so.

Fire Genasi[edit]

Ability Score Increase. Your Intelligence 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Flame 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 scorching ray 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. Constitution is your spellcasting ability for these spells.
Savage Flame. When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice and deal fire damage equal to the number rolled.

Water Genasi[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Amphibious. You can breathe air and water.
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, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Neutralizing Resistance. You have resistance to acid damage.
Swim. You have a swimming speed of 30 feet.

Para Genasi[edit]

Para genasi are genasi of the minor elemental planes of smoke, ooze, magma and ice that divide the four elemental planes. They are often the product of inter subrace breeding between genasi but can also be produced through the usual means a genasi is created by. Though such occurrences are less frequent than with the greater elemental planes.

Smoke Genasi[edit]

Ability Score Increase. Your Dexterity or Intelligence score increases by 1.
Ashen Lungs. You can breathe normally in any breathable environment, and you have advantage on saving throws made against harmful gases and vapors such as inhaled poisons, the cloudkill spell and the breath weapons of some dragons.
Soot of the Earth. You know the poison spray cantrip. When you reach 3rd level, you can cast the fog cloud spell 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.
Virulent Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.

Ooze/ Mud Genasi[edit]

Ability Score Increase. Your Strength or Wisdom score increases by 1.
Cry of the Ooze. You know the acid splash cantrip. When you reach 3rd level, you can cast the earthbind 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.
Grounded. You are resistant to lightning damage.
Muddied Form. You have advantage on ability checks to escape and resist being grappled or restrained, and magic can’t unwillingly change your form.

Magma Genasi[edit]

Ability Score Increase. Your Strength or Intelligence score increases by 1.
Molten Core. You are resistant to fire damage and have advantage on saving throws against the effects of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Slow Crawl. Your base walking speed is reduced to 25 feet, however, you are immune to fire damage taken from hot surfaces and objects such as magma, lava or a weapon affected by the heat metal spell. You can also walk over molten rock as if it was solid.
Vent the Core. You know the green-flame blade cantrip. When you reach 3rd level, you can cast the aganazzar’s scorcher 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. Constitution is your spellcasting ability for these spells.

Ice Genasi[edit]

Ability Score Increase. Your Dexterity or Strength score increases by 1.
Frozen Resistance. You have resistance to cold damage.
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.
Seize the Chill. You know the frostbite cantrip and can cast it at will. When you reach 3rd level, you can cast the ice knife spell, and armor of agathys spell, both as 1st-level spells. You can cast these spells once and regain the ability to cast these spells when you finish a long rest. Constitution is your spellcasting ability for these spells.

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