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Genasi

Ability Score Increase
Size Medium
Speed 30ft

The Genasi, or Genie-blooded, are a common sight in the deserts and southern shores of Faerun. Usually the product of a courtesan and her Genie owner, or the offspring of two Genasi servants or freeman. They have a long and complicated history with their progenitors. Genasi are born slaves in genie society, unable to achieve freedom until they have accumulated the Rite of the True Wish. Either the ability to cast a Wish, or the accumulation of over 250,000 gold coins. Both a ludicrous prospect for the average slave without more than pocket money to their name. The two greatest parts of a Genasi’s life is the search for freedom, but also the search for personal spirituality. Genasi, being in part an elemental being, are drawn to the idea of personal growth, a sort of spriitual journey to evolve beyond their mono-elemental nature. And a legends of the Fourfold Genasi, a Genasi that is both an earth, fire, water and air elemental. Master of the four paths. Because of their inherent skills with a single element the greatest of their spellcasters sometimes master two elements. There are even a few rare threefold Masters, but no Fourfold ones yet.   Age: 16 to 95 years. Maximum age of 120 years.
Size: 5’5" to 6’ tall, 80 to 180 lb.
Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein.
Languages: Jannti    

Acidsoul

  The Para-Elemental Plane of Ooze, also known as the Swamp of Oblivion, 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 have skin the colour of slime or mud, that breaks and crumbles like clay once too dry.   Mental Fortitude: You have resistance against poison, charms and illusions.
  Hold Breath: You can hold your breath for 1 hour.
  Mudden Form: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. Additionally, you also have advantage on ability checks you make to initiate or escape a grapple, and can ignore Difficult terrain created by mud or muck.
  Mud Magic: You know the Acid Splash cantrip. Once you reach 3rd level, you can cast the Grease 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 the Melf's Acid Arrow spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Airsoul

  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 pale 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.   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 the Feather Fall 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 the Warding Wind spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Ashsoul

  The Quasi-Elemental Plane of Ash is a cold, dark place, where only the strong and smart survive. The plane is particularly ridden with the undead, and a few forests of various exotic fire elemental plants. Ash Genasi thrive in these harsh conditions, often subjugating lesser willed undead that roam the forests. They often have thin ashen skin, with a vague orange glow beneath the surface that can burst forth if angered enough. They are more controlled and calm than their fiery cousins, an aspect of coming from somewhere where exuberance can get you killed.   Senses: Fogsight 60ft
Immunity: Non-magical cold.
Resistance: Necrotic   Ashy Resilience: You have an affinity for the wildest and most rugged of environments, granting you proficiency in the Survival skill. Additionally you can also hold your breath indefinitely while you’re not incapacitated.   Ember's Legacy: You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Fog Cloud (but the spell produces an obvious ashen affect) 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 the Pyrotechnics spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Dustsoul

  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.   Resistance: Necrotic
Proficiencies: History, and one language of your choice.   Dust Walk: You can move across difficult terrain made of sand, dust or wind without spending extra movement.   Born of Dust: You do not need to breath. Additionally, magic can't put you to sleep.   Dusty Legacy: You know the Seek Phrase cantrip. When you reach 3rd level, you can cast the Shatter 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 the Earthbind spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Earthsoul

  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.   Senses: Darkvision 60ft   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 Mould Earth cantrip. When you reach 3rd level, you can cast the 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 the Maximillian's Earthen Grasp spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Firesoul

  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.   Senses: Darkvision 60ft
Immunity: Non-magical fire.   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 to the Flames: You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands 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 the Scorching Ray spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Gemsoul

  The Quasi-Elemental 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 might be turned into crystal. Mineral genasi are strong, even stronger than their earth genasi cousins, with crystals and gemstones growing out of their skin and from their head. Often they are the most distinctive of genasi, with purple, blue, green or many many other colour variants from various types of gems.   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 Appraisal Kits when looking at gemstones. If you would use a Smithing or Thievery check related to gemstones, you 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 13 + 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.   Prismatic Aura: You know the Dancing Lights cantrip (these appear as small glowing gemstones for you). Once you reach 3rd level, you can cast the Divine Favour 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 the Blur spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Icesoul

  Ice genasi, or Children of the Glacier, are related to the Para-Elemental Plane of Ice, 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 their Element. Ice genasi tend towards sharp and angular features, with bits of frost falling off their skin as they walk, and pale blue skin.   Immunity: Non-magical cold.   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 the Rimesworn Blade 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 the Ice Blade spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Magmasoul

  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 host to 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.   Senses: Darkvision 60ft
Immunity: Non-magical fire.
Creative Genius: You are proficient in either; Alchemy, Carpentry, three Instruments, Scribing, Smithing, or Thievery. When working with fire or metal related affects, you can add your proficiency bonus twice.   Magma Magic: You know the Fire Bolt cantrip. Once you reach 3rd level, you can cast the Searing Smite 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 the Heat Metal spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Radiantsoul

  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 colour 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. Their skin is usually a beautiful shade of otherworldly light.   Senses: Darkvision 60ft
Resistances: Radiant
Immunity: Non-magical fire.   Artistic Pursuits: You gain proficiency in Scribing, or Smithing. Your creations are supernaturally vibrant, and filled with colours mortals dare not use.   Burning Light: Light burns within you. You have advantage on saving throws against being blinded.   Well of Brilliance: You know the Light cantrip. Once you reach 3rd level, you can cast the Colour Spray 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 the Mirror Image spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Saltsoul

  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 water 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.   Resistance: Necrotic   Born of the Deeps: Salt genasi are natural born sea dwellers, and can breath in air or 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. You can use this feature a number of times equal to your proficiency bonus, regained expended uses on a 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 Sapping Sting cantrip. Once you reach 3rd level, you can cast the Armour of Agathys spell (but is made from salt and deals necrotic damage instead) 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 the Wolfbane Trap spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Smokesoul

  The Para-Elemental 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, and are often filled with some of the greatest and most dangerous of extraplanar criminals and ne'er-do-wells. 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 the large cities, and are uncomfortable in large areas, due to being used to the limited visibility of their home. Smoke genasi, called by some 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.   Senses: Fogsight 60ft
Immunity: Smoke   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 Spells: You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Silent Image 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 the Shadow Armour spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Sparksoul

  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. The genasi who come here combine the fury of the Djinn with the righteousness of a zealot. They often turn to religion to find an outlet for their emotions, or self-grantise to the point that it's practically the same thing. They often have vibrant blue skin with a slight glow to it, and their movements can often be irratic and jerky as they blur through movements, the itchy smell of ozone always lingering around them.   Resistances: Radiant   Stormy Resilience: Your hears are used to the buffering of thunder. 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 can fly 30ft turning your turn, but you must land at the end of your turn or begin falling.   Unending Breath: You can hold your breath indefinitely while you’re not Incapacitated.   Inner Lightning: You know the Shocking Grasp cantrip. Once you reach 3rd level, you can cast the Thunderwave 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 the Storm Blade spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Steamsoul

  The Quasi-Elemental 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 healing, and 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.   Senses: Fogsight 60ft
Resistances: Radiant
Proficiencies: Investigation, Medicine   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.   Healing Mists: You know the Spare the Dying cantrip. Once you reach 3rd level, you can cast the Cure Wounds 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 the Lesser Restoration spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Voidsoul

  Void genasi are born are the Quasi-Elemental Plane of Vacuum, also known as the Great Void, 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.   Senses: Telepathy 60ft
Resistances: Psychic, Necrotic
Proficiencies: Stealth   No Air in Space: You do not need to breathe, and can survive in hard vacuum.   Stare into the Void: You know the Mind Sliver cantrip. Once you reach 3rd level, you can cast the Magnify Gravity 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 the Shadow Blade spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.    

Watersoul

  As a water genasi, you have inherited the lust of the Marid, but you value your freedom above all else. 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.   Speed: 40ft Swim
Proficiencies: Sailing   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, and can breath in air or water.   Call to the Wave: You know the Shape Water cantrip. Once you reach 3rd level, you can cast the Create or Destroy Water 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 the Moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.


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Falme.

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