Genasi Variants

by CottonMagik

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Genasi of The Planes

Genasi are people of the multiverse who have been touched by the elemental planes in some way. Some are born from genies or other genasi, some encounter body-altering events while traveling the elemental planes, and some still get infused with the very elemental magic that makes up the planes.

The primary Planes of Air, Fire, Water, and Earth are by far the most common and frequently visited planes, and so their genasi are also the most common. Despite also being fundamental planes, the Positive and Negative planes are almost impossible to survive in, and so the positive and negative genasi are exceedingly rare.

The paraelemental Planes of Ice, Smoke, Magma, and Ooze are all combinations of two primary planes, and so while their genasi are much rarer than those of the primary planes, they are not unheard of.

The quasielemental Planes of Ash, Dust, Lightning, Mineral, Radiance, Salt, Steam, and Vacuum are all combinations of a primary plane with either the positive or negative plane, and so their genasi are something that most people would never know of. These genasi are often able to captivate audiences with their alien ways, but whether that is good or bad is up to the individual genasi.

Genasi Traits

Languages You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Ability Score Increase When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

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.

Subraces

Air Genasi

Body of Air You gain the ability to summon small gusts of wind that can propel you into the sky. You have a flight speed of 30 feet.

Unending Breath Your body can create its own air. You can hold your breath indefinitely so long as you are not incapacitated.

Turbulence You have resistance to thunder damage.

Ash Genasi

Rebirth You only need to succeed 2 death saving throws to be stabilized, instead of 3. On a 20 for a death save, you immediately stand up with hit points equal to your level.

Ashen Heritage Your body is adapted to the extremes across the Plane of Ash. You are resistant to both fire and cold damage.

Return from Ash You can touch any pile of ashes and have them reform as whatever the object was before it was burnt. This reforming is only an illusion, however, and functions similarly to the Minor Illusion cantrip, but instead is clearly made of ash. You also learn how long ago the object burned and the source of the fire that burned it.

Dust Genasi

Dusted Dissipation When you are the target of an attack or spell that targets only one creature, you can use your reaction to dissipate into dust. This ability functions similarly to the Misty Step spell and allows you to dodge the incoming attack. Once you use this reaction, you cannot use it again until you take a long rest.

Particle Body Your body is able to partially become dust when you are hit. Your AC is equal to 13 + your Dexterity modifier if you are not wearing armor.

Pocket Sand As an action, you can throw sand from your hands. All creatures in a 5 foot cone must make a Dexterity saving throw (DC 8 + Proficiency + your Constitution modifier). On a failed save, the creature is blinded until the start of your next turn.

Earth Genasi

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

Burrow You gain the ability to burrow through the ground so long as it is made of some kind of natural earth or stone. You gain a 10 foot burrow speed in natural terrain.

Quakesense You can feel even the smallest vibrations in the ground below you. You gain tremorsense out to 30 feet.

Merge with Stone 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 this spell. When you cast this spell using this trait, your burrow speed also gets the ability to go through the ground without disturbing the material.

Fire Genasi

Darkvision You can see in dim light within 90 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 Blaze You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and once you reach 7th level, you can cast the Fireball spell once with with this trait as a 3rd-level spell, 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

Frosted Your body is naturally covered in a small layer of ice. You gain resistance to cold damage, and you can walk over water. When you do, a trail of ice 5 feet wide and one inch thick that lasts for one minute appears below your feet, floating on the water.

Chilling Presence Whenever a creature gets close to you, they are slowed by the cold. You have an aura that extends 5 feet from you in every direction. All creatures in the aura have their movement slowed by 5 feet.

Frozen Touch Your body is so cold it makes other's freeze up and struggle to move. When you grapple a creature, that creature has disadvantage on subsequent checks to break free from your grapple. Also, when you hit a target with a melee attack, they have their movement speed reduced by an additional 10 feet.

Lightning Genasi

Stormborne You gain resistance to lightning and thunder damage.

Overcharged While you are not wearing heavy armor, your movement speed becomes 40, and you gain a + 1 on Initative rolls.

Flexible You can move through holes as small as an inch wide without squeezing. When you do so, only equipment you are carrying that can also fit through the hole can come with you. You can also move through other creature's spaces without using additional movement.

Magma Genasi

Molten Blood Your body radiates extreme heat. You gain resistance to fire damage. Additionally, you burn those who come in contact with your skin. When a creature hits you with a melee attack, the creature takes fire damage equal to your proficiency bonus. Your unarmed strikes also do damage equal to 1d6 fire damage on a hit. You use Constitution for these unarmed strikes, instead of Strength or Dexterity.

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 Magma make your darkvision unusual: everything you see in darkness is in a shade of red or orange.

Mineral Genasi

Crystal Physique Your body is resilient against attacks that would not affect crystals. You gain resistance to psychic and poison damage, and you get advantage on saves against the poisoned condition. You also gain a +1 to your AC.

Prospector You are naturally adept at looking at gems. You gain expertise with jewler's tools, and you can use your own body as these tools, instead of needing to keep a separate set of tools on you.

Detachable You are capable of breaking your body into smaller pieces without causing yourself harm. You can remove any of your limbs or your head from your body without causing yourself damage. Any part of your body that is not connected to your head is unable to function. You can reattach your body as part of any short or long rest. If you lose a limb, any crystal worth at least 100 gp can be attached to the stump where the limb was and will regrow at a rate of 2 inches per day. If you lose your entire body, a crystal worth at least 500 gp can be placed in contact with your head and will begin to regrow a whole new body at a rate of 2 inches per day.

Negative Genasi

Beacon of Negative Energy Your body is full of the energy that makes up the Negaive Plane. You gain immunity to necrotic damage and resistance to cold damage, but you have vulnerability to radiant damage.

Siphon As an action, you can release tendrils of negative energy from yourself to connect with every creature of your choice within 30 feet of you. Each creature must make a Dexterity saving throw (DC 8 + Proficiency + your Constitution modifier) or have the tendril connect with them. If at least one creature becomes tethered, your speed becomes 0, and at the start of each of your turns, each creature connected takes necrotic damage equal to twice your proficiency bonus and you gain temporary hit points equal to your proficiency bonus. These tethers last one minute, until the creature gets more than 30 feet from you, or until the creature takes its action to pull the tendril off. When the creature pulls the tendril off, they take necrotic damage equal to twice your proficiency bonus from touching the tendril. Once you use this action, you can't use it again until you complete a long rest.

Negative Infusion If you start your turn in the same place as you did your last turn and you didn't move the turn before, you can cause tendrils to form below you. At the end of your turn, these tendrils can reach out and grab any creatures of your choice within 30 feet of you. Each creature must make a Strength saving throw (DC 8 + Proficiency + your Constitution modifier) or be pulled 5 feet closer to you.

Ooze Genasi

Born from the Elemental Plane of Ooze, the ooze genasi are typically met with gazes of disgust and clearing of rooms. Occasionally they will be approached with wonder and interest, as ooze genasi stand out amongst people in almost every way.

Caustic Blood You gain resistance to poison and acid damage. You also gain advantage on saving throws against being poisoned.

Spliting Form When you take slashing or lightning damage greater than your level, you drop a small blob of ooze off yourself. As a bonus action, you can pick up one blob and heal a number of hit points equal to half your level, rounded up. You can have a maximum number of blobs on the ground equal to your proficiency bonus.

Sticky Hands Your hands are able to become sticky when you choose, allowing you to cling to walls and scale them. You gain a climbing speed equal to your walking speed.

Positive Genasi

Beacon of Positive Energy Your body is full of the energy that makes up the Positive Plane. You gain immunity to radiant damage and resistance to fire damage, but you have vulnerability to necrotic damage.

Energy Step As an action, you can unleash the positive energy inside you. For one minute, you don't provoke opportunity attacks, and you can walk through other creature's spaces without taking extra movement. When you go through another creature, they take radiant damage equal to half your level, rounded down. A creature can only take this damage once a turn.

Glowing Touch As an action, you can touch another creature and heal them for a 2d4 hit points. Alternatively, if the creature is at full health, this instead sears their body by trying to heal them beyond their limits. The creature instead takes 2d8 radiant damage. This feature's healing and damage increase by 1d4 and 1d8 respectively at 6th level (3d4, 3d8), 11th level (4d4, 4d8), and 16th level (5d4, 5d8) Once you use this feature, you can't use it again until you take a long rest.

Radiance Genasi

Prismatic Form When you complete a long rest, roll a d6. Your body glows with a specific color and gains additional effects based on the table below:

d6 Color Damage Type
1 Blue Cold
2 Red Fire
3 Green Acid
4 Purple Poison
5 Gray Thunder
6 Yellow Lightning

You learn the Chromatic Orb spell, and you can cast it with no material components a number of times equal to half your proficiency bonus, rounded up. Constitution is your spellcasting modifier for this spell. When you do, if you pick the damage type that matches your prismatic color's damage type for that day, you deal an additional 1d10 damage of that type. This addition damage increases to 2d10 at 8th level, and 3d10 at 14th level. You regain all uses of this spell when you complete a long rest.

Prismatic Strike You can convert the damage of any attack or spell to your prismatic color's damage type. Once you use this feature, you can't use it again until you take a long rest.

Born of Light Your body is made partially of light. You gain resistance to radiant damage, and you can't be blinded by bright light.

Salt Genasi

Parched You don't need to drink.

Gourmand You can cast the Purify Food and Drink spell once a long rest. Once you reach 5th level, you also can cast the Create Food and Water spell once a long rest. When you do so, the food or drink tastes slightly salty. Anyone who consumes something created by this spell can regain hit points equal to your proficiency bonus + your Constitution modifier. A creature can only benefit from this healing once a long rest. Constitution is your spellcasting modifier for these spells.

Salt the Wound You can add extra damage to your attacks by infusing them with salt. You can add damage equal to your level on an attack or spell you make that uses an attack roll. This extra damage is either acid or necrotic (your choice each time you use this feature). You can use this feature a number of times equal to half your proficiency bonus, rounded up, and you regain all uses on a long rest.

Smoke Genasi

Smoldering Your body is made of smoky, smoldering fumes. You gain resistance to fire and poison damage, and you have advantage on saving throws against the poisoned condition. Additionally, you are immune to fall damage, and you gain blindsight out to 15 feet while in smoke, fog, or some other heavy gas.

Smog Breath As an action, you can exhale a cloud of dense smog in a 15 foot cone in front of you. This area becomes heavily obscured. Any enemies in the cloud must make a Dexterity saving throw (DC 8 + Proficiency + your Constitution modifier) on the start of their turn or take your proficiency bonus fire damage and proficiency bonus poison damage as they breathe the smog in. The smog lasts for one minute or until a strong wind disperses the smog.

Steam Genasi

Boiling Your body is always hot to the touch, and constantly gives off small wisps of steam. You have resistance to fire damage. When you drop below half your hit point maximum, you gain a +1 to you AC as the steam wisps grow denser and obscure you slightly.

Steam Explosion When you drop to 0 hit points, you explode in a large steam explosion. All creatures of your choice in a 20 foot radius must make a Dexterity saving throw (DC 8 + Proficiency + your Constitution modifier) or take fire damage equal to your level + twice your proficiency bonus, or half as much on a success.

Sentient Steam You can collect the steam around you to form another creature. You can take 10 minutes to collect the steam coming off your body to create a steam mephit under your control. This functions similarly to the Find Familiar spell, but only lasts for half an hour, and this steam mephit cannot deliver spells.

Vacuum Genasi

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.

Empty Body Your body is made of nothing but vacuum, which lets you bypass many of the physical needs of most people. You gain the following benefits: You don't need to eat, drink, breathe, or sleep. Instead of sleeping, you need to spend 8 hours doing only light activity to gain the benefit of a long rest.

Light Physique You gain resistance to force damage. Your body weighs half as much as it normally would, and your jump distances are doubled. Over the course of an hour, you can perform a ritual to cause an item that is no larger than 10 feet on a side to become infused with some of your vacuum magic, reducing its weight by half. You can dismiss this ritual as an action. You can have a number of items with this ritual equal to your proficiency bonus. Whenever you try to perform this ritual on an item and you already are at your maximum, the effect ends on the item with the oldest ritual.

Water Genasi

Resistances You have resistance to cold and acid damage.

Amphibious You can breathe air and water.

Swim You have a swimming speed of 30 feet.

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.

 

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