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Optional Race Rules: Genasi

Genasi

Genasi are children born from the bloodlines of elementals added to their family long ago. Genies, Efreet, Nyads and other elemental shapeshifters sometimes find human companions and their touch lasts years.

Genasi tend to have subtle features that give hints towards their bloodlines. Fire Genasi might be short tempered, or have coal black hair. Air Genasi might have gently blown hair at all times, or skin that holds a slightly blue tint. Earth Genasi have low gravelly voices or exceedingly thicker skin. Water Genasi may have a moisturized appearance, or smell of fresh ocean spray.

 

Names: Genasi names are basically the same as Human names, varying from region to region.

 

Ability Score Increase: Choose Strength, Dexterity or Constitution. That ability score gains +1.

Age: Genasi tend to live as long as a normal human.

Alignment: Genasi, like the elements they’re born from, favour neutrality. Most Genasi have a neutral alignment. Some even prefer true neutral.

Size: Genasi tend towards the same sizes as humans of the region they’re from.

Speed: 30 Feet

Languages: Primordial and Common.

Skill: Gain proficiency in Arcane.

Subraces: Choose one of the Genasi Subraces: Air, Earth, Fire, Water.

 

Air

Ability Score Increase: Increase your Intelligence ability score by +2

Natural Resistance: Gain resistance against Thunder damage.

Cantrip: Gain Shocking Grasp at the first level. Gain Feather Fall at the third level. Gain Gust at the fifth level. The first level spell is a cantrip, the other two can be cast once per day. These spells use your intelligence instead of their normal ability score.

 

Earth

Ability Score Increase: Increase your Wisdom ability score by +2

Natural Resistance: Gain resistance against Acid damage.

Cantrip: Gain Acid Splash at the first level. Gain Shield at the third level. Gain Acid Arrow at fifth level. The first level spell is a cantrip, the other two can be cast once per day. These spells use your Wisdom instead of their normal ability score.

 

Fire

Ability Score Increase: Increase your Charisma ability score by +2

Natural Resistance: Gain resistance against Fire damage.

Cantrip: Gain Fire Bolt at the first level. Gain Burning Hands at the third level. Gain Scorching Ray at the fifth level. The first level spell is a cantrip, the other two can be cast once per day. These spells use your Charisma instead of their normal ability score.

 

Water

Ability Score Increase: Increase your Wisdom ability score by +2

Natural Resistance: Gain resistance against Cold damage.

Cantrip: Gain Ray of Frost at the first level. Gain Fog Cloud at the third level. Gain Misty Step at the fifth level. The first level spell is a cantrip, the other two can be cast once per day. These spells use your Wisdom instead of their normal ability score.