Genasi
Genasi are one of the three "core" Planetouched races of Dungeons & Dragons, alongside their cousins the Aasimar and the Tiefling. Descendants of rare unions between mortals and the elemental races, they possess a natural array of elemental abilities and affinities based on that ancestry.
They should not be confused with Mephlings, which are basically the same fucking thing, or Mephits, which are pure elemental beings.
Like all planetouched, at least in theory, genasi are extremely mutable; even two genasi from the same species of ancestor might look wildly different. For example, one water genasi might be covered in fish-scales and have webbed hands, a second might look like a humanoid frog, and a third might be a normal human with blue hair. However, genasi are the black sheep of the planetouched trio; unlike both aasimar and tieflings, they never got a table of randomized traits or optional powers - in a fit of irony, not only are elementals regarded by many as one of the blander "outsider" races, but even their planetouched seem to be regarded in the same light.
As with the other planetouched, whilst technically any mating of humanoid and elemental can result in a genasi in theory, in practice it's the human-descended who get all the limelight, in typical D&D halfbreed fashion. Save for in 3rd edition where earth genasi were explicitly noted to come from non-human stock. Dwarves and Gnomes to be precise, which only becomes more hilarious the more you think about it. ("When a dwarf loves his mine very, very much..." Bram Rockfucker, etc.) 3e even introduced two demihuman genasi strains in Dragon Magazine #350; the Azerblood and D'hin'ni, genasi of dwarf/azer and halfling/djinn ancestry.
Dungeons & Dragons[edit]
2nd Edition[edit]
Genasi were first introduced as a PC race in the Planescape sourcebook "The Planewalker's Handbook", alongside their Aasimar cousins. Mechanically, each of the four Genasi breeds was its own distinct race. Though all genasi do suffer a -2 reaction roll penalty from other races, a trait born of their rarity and their being huge douchebags.
Air Genasi are often children of djinn or sylphs. Common planar mutations include light blue skin and/or hair, being constantly surrounded by a light breeze, naturally cool flesh, and a distinctive breathy voice with strange, foreign inflections giving it a distinct accent. They are noted to be the most arrogant and pretentious of the genasi breeds.
- Ability Score Minimum/Maximum: Strength 3/18, Dexterity 9/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
- Ability Score Adjustments: +1 Dexterity, +1 Intelligence, -1 Wisdom, -1 Charisma
- Class & Level Limits: Fighter 10, Wizard 15, Cleric 15
- Multiclass Options: Fighter/Cleric, Fighter/Wizard
- Air Loyalty: A specialist air genasi wizard can only be an Air Elementalist, and a specialist air genasi cleric can only serve a deity connected to elemental air or the sky.
- Can Levitate as per a 5th level Wizard 1/day.
- +1 bonus to all saves vs. air-based magic and spells, which increases by +1 at every 5th experience level.
- Alignment Restriction: Any Non-Lawful.
Earth Genasi are typically born to the slaves of the dao, and whilst they're as elitist as any genasi, they're less obvious about their conceit. Common planar mutations include brown and leathery (almost stone-like) skin, a metallic sheen to skin or hair, blocky features, a thick torso and/or limbs, brown/black/gray hair, rough or even gritty hair, black eyes like deep pits, and deep, slow speech that reminds a listener of rumbling earth. They are noted to be fairly close in mindset to dwarves, which probably led to their 3e "earth genasi sometimes come from dwarven stock" fluff-tweak.
- Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 9/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
- Ability Score Adjustments: +1 Strength, +1 Constitution, -1 Wisdom, -1 Charisma
- Class & Level Limits: Fighter 15, Paladin 15 (DM's option), Wizard 15, Cleric 13
- Earth Loyalty: A specialist earth genasi wizard can only be an Earth Elementalist, and a specialist earth genasi cleric must serve a deity connected to the earth or the forge.
- Can Pass Without Trace as per a 5th level priest 1/day.
- +1 bonus to all saves vs. earth-based magic and spells, which increases by +1 at every 5th experience level.
- Alignment Restriction: Any Non-Chaotic
Fire Genasi are typically born to fiery creatures such as efreeti, azers or salamanders. Hot-tempered, full of energy, high strung and quick to action, they have perhaps the worst reputation of their kind, with many presuming these arrogant planetouched are innately evil. Common mutations include deep red or coal black skin, deep red hair that moves on its own and resembles waving flames, a voice that crackles like a burning fire, naturally hot flesh, and fiery red eyes that glow in the dark.
- Ability Score Minimum/Maximum: Strength 2/18, Dexterity 5/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
- Ability Score Adjustments: +1 Intelligence, -1 Charisma
- Class & Level Limits: Fighter 14, Wizard 16
- Multiclass Option: Fighter/Mage
- Fire Loyalty: A specialist fire genasi wizard can only be a Fire Elementalist.
- Immune to non-magical fire.
- Can cast Affect Normal Fires as per a 5th level Wizard 1/day.
- Infravision 60 feet
- +1 bonus to all saves vs. fire-based magic and spells, which increases by +1 at every 5th experience level.
Water Genasi are tied to watery spirits, such as nereids, sirines or marid. They are the most individualistic of all the genasi races, and prone to strong wanderlust. Mutations include blue-green skin and/or hair, blue-black eyes, a light and very thin layer of scales covering the body, hair that waves and sways as if underwater, cold and clammy flesh, and a muffled voice that resembles underwater sounds such as the echoing songs of whales.
- Ability Score Minimum/Maximum: Strength 5/18, Dexterity 5/18, Constitution 5/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
- Ability Score Adjustments: +1 Constitution, -1 Charisma
- Class & Level Limits: Fighter 12, Wizard 15, Cleric 14, Thief 15, Bard 12
- Multiclass Options: Fighter/Priest, Fighter/Thief
- Thieving Skill Adjustments: +5% Move Silently, +10% Hide in Shadows
- Water Loyalty: A specialist water genasi wizard can only be a Water Elementalist, and a specialist water genasi cleric must serve a deity connected to water in some fashion, such as a sea god.
- Can breathe water and air.
- Swim at Movement Rate 15.
- Can Create Water as per a 5th level caster 1/day.
- +1 bonus to all saves vs. water-based magic and spells, which increases by +1 at every 5th experience level.
3rd Edition[edit]
Genasi faded into obscurity in 3rd edition. Whereas the aasimar and tiefling were right there in the Monster Manual, 3e Genasi didn't appear until the Forgotten Realms got their 3e update, appearing in both Monsters of Faerun and the Forgotten Realms Campaign Setting. The subsequent Races of Faerun would expand upon their history in Faerun, whilst Dragon Magazine #293 would reprint their statblocks and provide more generic fluff, for incorporating them into other settings, as well as a couple of racial feats that bumped them up.
It was a weird decision, and it definitely didn't help them get wider recognition, but it also made sense; with Planescape shelved, the genie-ruled history of Calimshan made Faerun one of the worlds most likely to have genasi running around on it.
Statistically they were suprisingly faithful to their AD&D counterparts, given the changes in mechanics. Their fluff was also pretty well-preserved, at least in Dragon.
Air Genasi are fast, free-willed, and infamously arrogant, which is not helped by their distant ties to the djinn nobility of Calimshan on Faerun. Mutations now include light blue or pale white coloration for skin and/or hair, a perpetual slight breeze in their presence, cool flesh, a voice that can be heard no matter how the wind rages, and producing a sound of whistling wind whenever they move.
- +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Air spells and effects, which increases by +1 for every 5 class levels.
- Levitate (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: An air genasi Cleric must choose a patron god who grants access to the Air elemental Cleric Domain and must choose that Domain as one of their two Domains.
- Breathless (Ex): An air genasi is immune to drowning, suffocation, and any attack that requires inhalation.
- Favored Class: Fighter
- Level Adjustment: +1
Earth Genasi are patient, stubborn and contemplative. Commom mutations include earthlike textures to the skin, rough facial features, eyes like black pits or gems, a gravelly voice, oversized hands and feet, iron-gray hair, a metallic sheen to hair and/or skin, and sweating mud instead of water. For those with a taste in exotic and/or powerful women, it's noted in Dragon that earth genasi tend to be the dominant parties in their relationships.
- +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Earth spells and effects, which increases by +1 for every 5 class levels.
- Pass Without Trace (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: An earth genasi Cleric must choose a patron god who grants access to the Earth elemental Cleric Domain and must choose that Domain as one of their two Domains.
- Favored Class: Fighter
- Level Adjustment: +1
Fire Genasi are hotblooded, mercurial, proud and fearless. Common mutations include skin in charcoal gray or deep red shades, red or orange hair that waves like flames, unusually warm skin, a scent of smoke, and large red-colored teeth.
- +2 Intelligence, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Fire spells and effects, which increases by +1 for every 5 class levels.
- Control Flame (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: A fire genasi Cleric must choose a patron god who grants access to the Fire elemental Cleric Domain and must choose that Domain as one of their two Domains.
- Favored Class: Fighter
- Level Adjustment: +1
Water Genasi are both patient and independent, afraid of neither solving problems on their own nor of taking the time to ensure the solution works. Like the water that their spirits are attuned to, they can swing between ferocity and destructive impulses and a tranquil state of mind. Common mutations include lightly scaled skin, flesh that is clammy to the touch, blue-green skin and/or hair, hair that moves as if underwater, blue-black eyes, and a muffled voice that always sounds like it's coming from underwater. Loving water themselves, they think aquaphobic races are absolutely hilarious; dwarves are a favorite target to joke about or pull pranks on.
- +2 Constitution, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet, Swim speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Water spells and effects, which increases by +1 for every 5 class levels.
- Create Water (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: A water genasi Cleric must choose a patron god who grants access to the Water elemental Cleric Domain and must choose that Domain as one of their two Domains.
- Amphibious (Ex): A water genasi can breathe both water and air.
- Favored Class: Fighter
- Level Adjustment: +1
Paraelemental Genasi[edit]
Third edition was the first time that official (well, "official") stats for non-"Core Elemental" Genasi reared their heads, with Dust, Ice, Magma, Ooze, Smoke and Steam Genasi appearing in Dragon Magazine #297 - Planescape fans had invented their take on the idea back when the internet was young. Because this article came out before paraelementals were a thing, paraelemental genasi were stated to be a rare result of crossbreeding between either two lineages of genasi, or else what happens when a genasi or half-elemental of one element does the dirty with an elemental from another.
Dust Para-Genasi (Earth/Negative Energy) are typically morbid and sarcastic, almost always dressing in black and with a penchant to treat funeral wear as casual garb. Pale and gaunt, with hollow cheeks and dark eyes, more drastic displays of elemental affinity include perpetually dry skin and being constantly enveloped in a cloud of dust.
- +4 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Dust spells and effects, which increases by +1 for every 5 class levels.
- Dust Cloud (Su): Once per day, a dust genasi can create a 20ft radius cloud of dust centered on itself, which lasts for 5 minutes. This cloud grants 1/4 Concealment (10% miss chance) to any creature within the cloud that is more than 5 feet away from another creature within the cloud. Any creature other than the dust genasi that is within the cloud must pass a Fortitude save (DC 10 + 1/2 level + Charisma modifier) or begin coughing until it leaves the cloud. A coughing creature suffers a -2 penalty to attacks and skill checks.
- Clerical Focus: A dust genasi Cleric must choose a patron god who grants access to either of the Air or Earth elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains.
- Breathless (Ex): A dust genasi is immune to drowning, suffocation, and any attack that requires inhalation.
- Favored Class: Rogue
- Level Adjustment: +1
Ice Para-Genasi (Air/Water) are cold-hearted, logical and emotionless by inclination. They resemble their human progenitors, but with paler skin and sharper, more chiseled features than their ancestry would consider normal. Mutations include breath that frosts in even the hottest weather and frost-caked hair.
- +4 Constituition, +2 Wisdom, -2 Dexterity, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Cold spells and effects, which increases by +1 for every 5 class levels.
- Chill Metal (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: An ice genasi Cleric must choose a patron god who grants access to either of the Air or Water elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains.
- Favored Class: Fighter
- Level Adjustment: +1
Magma Para-Genasi (Fire/Earth) combine traits from earth and fire genasi... well, you'd expect them to, wouldn't you? They tend to be short and stocky in build, sometimes to the extent of being mistakable for dwarves at a casual glance. Typically dark-skinned, which may give off a reddish glow, other mutations are similar to those of earth or fire genasi, such as unusually hot skin or hair that ripples like flames.
- +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Fire spells and effects, which increases by +1 for every 5 class levels.
- Heat Metal (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: A magma genasi Cleric must choose a patron god who grants access to either of the Earth or Fire elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains.
- Favored Class: Fighter
- Level Adjustment: +1
Ooze Para-Genasi (Earth/Water) are spiritually revolting, tending to express the disgusting nature of their ancestral plane by being slimy and repulsive in appearance and/or in personality. Usually heavyset, with sallow skinned, flabby bodies, common mutations include unnaturally greasy skin, secreting noxious goo in lieu of sweat, constantly sweating, or possessing unusually flexible limbs.
- +4 Constitution, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Acid spells and effects, which increases by +1 for every 5 class levels.
- Grease (Sp): Once per day as if a 5th level Sorcerer).
- Clerical Focus: An ooze genasi Cleric must choose a patron god who grants access to either of the Earth or Water elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains. In a setting where the Slime domain is available, ooze genasi can use Slime instead of or in addition to Earth and Water.
- Favored Class: Fighter
- Level Adjustment: +1
Smoke Para-Genasi (Air/Fire) tend to embody most of the worst traits of fire and air, usually being crude and lazy. With a tendency towards tall lanky builds, dark skin tones and dark hair, common mutations include hair that billows like smoke or a perpetual scent of burning or smoke clinging to their skin.
- +2 Dexterity, +2 Intelligence, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Smoke & Cloud-type spells and effects, which increases by +5 for every 5 class levels.
- Smoke Cloud (Su): Once per day, a smoke genasi can create a Smoke Cloud, akin to that generated by a Sorcerer) of their character level using that aspect of the Pyrotechnics spell, but without needing an open flame to originate
- Clerical Focus: A smoke genasi Cleric must choose a patron god who grants access to either of the Air or Fire elemental Cleric Domain, and must choose at least one of those Domains as one of their two Domains.
- Favored Class: Wizard
- Level Adjustment: +1
Steam Para-Genasi (Water/Positive Energy) tend to be bossy and egotistical, in some ways the worst aspects of their fire and water kinsfolk rolled into one. Usually tall, slim and unusually slender, common mutations include wisps of mist constantly clinging to their skin or a grey tone for skin and/or hair color.
- +2 Dexterity, -2 Charisma
- Outsider (Native)
- Medium
- Base land speed 30 feet
- Darkvision 60 feet
- +1 racial bonus to saving throws against Heat-based spells and effects, which increases by +1 for every 5 class levels.
- Obscuring Mist (Sp): Once per day as if a Druid of equal character level.
- Clerical Focus: A genasi Cleric must choose a patron god who grants access to either of the Fire or Water elemental Cleric Domain, and must choose at least one of those Domains as one of their two Domains.
- Keen-Eyed (Ex): When attacking creatures that are granted Concealment by atmospheric effects, such as smoke, fog, mist or steam, a steam genasi lowers its Miss Chance by 10% (so a 15% miss chance drops to a 5% one).
- Favored Class: Rogue
- Level Adjustment: +1
4th Edition[edit]
Genasi are easily recognizable: though of similar built to humans, they tend to be slightly taller and broader in build. That's not their most distinct feature; their skin is of a most definitely non-human color, ranging from brown to blue, purple, red and pretty much anything you can mention. Their skin is also marked with a pattern of lines called szuldar, with the patterns of blood relatives looking somewhat alike. Some amongst them display their lines with pride, wearing clothing that exposes a good amount of skin. Genasi have no hair, though certain manifestations have crystalline growths on their heads.
Every genasi has an elemental manifestation, which largely determines their character; firesoul genasi are passionate in everything they do, whereas earthsoul genasi are more contemplative. Pretty much every elemental cliché you know is reflected onto them.
The most common genasi are those who share a manifestation with the four classical elements: Earth, Fire, Water and Wind. A common fifth manifestation is the Storm, because everybody likes lightning.
A darker aspect of the genasi is derived from their association with the Elemental Chaos. Because it touches on the Abyss, sometimes a genasi will be born with a corrupt manifestation, and carry the touch of the Abyss with them for the rest of their lives. These are the Caustic, Cinder, Plague and Void souls, twisted versions of the Water, Fire, Earth and Wind manifestations. Lightning doesn't get one. These corrupted genasi were added in Dragon Magazine #380.
In Dark Sun they have different manifestations, namely Ember, Magma, Sand and Sun, which are covered in Dragon Magazine #396. These are so different to standard genasi in one part because of mixed ancestry and in part because of the taint that defiling has had on Athas.
The genasi are a highly emotional race. A desire for change is deep-rooted in the race, to the point that even Lawful Good genasi embrace the idea of change. Genasi society is small due to the nature of the Elemental Chaos, yet highly dynamic. It is rare to find a genasi that has held the same position for several years, or in some cases, even months. You rise and fall in the eyes of a genasi based on merit and ambition, but nothing lasts forever, and you'll quickly need to find something to keep proving yourself. In comparison to other races, genasi settlements know few paupers and less to no permanent poor folk, for a near-impossible ability to feel pessimism and a constant drive to improve one's lot in life quickly restores one's social standing. As Cruijff would say: "If you're at the bottom there's only one way you can go: up." The idea of nobility and royalty is foreign to the genasi, as one's position could be undone at any moment. The downside to this view is that the genasi don't look to the future, they only know that it'll be different, embracing it whatever it may be.
As is to be expected from their wild and competitive nature, genasi love competitive sports that focus on the individual, like feats of strength, tests of arms, or in extreme cases, gladiatorial combat. Whereas another master craftsman (for example, a dwarven smith) might make a weapon that is of great quality, a genasi craftsman prefers to tailor-make every item to the needs and wants of a customer, a genasi-made blade is perfect for an individual person. Likewise, genasi works of art are vibrant, bright items that express the wide range of emotions of the artist.
Slavery and the Amethyst Sea[edit]
Though genasi don't like to talk about it, most genasi in the Elemental Chaos are slaves; their resistance to the elemental attributes of that plane make them highly valuable to giants and genies in comparison to their relatively perishable human ancestors. So, of course, many adventuring genasi are either fleeing slavery, seeing to free their fellow slaves, or both. It's so common that one of the genasi's "Winning Races" articles in Dragon Magazine was all about a genasi anti-slavery ring; the Amethyst Sea.
The Amethyst Sea is a secret underground society dedicated to freeing its people and shuttling them to the comparative safety of the mortal world. It takes its name from its founder, a female genasi named Ameth. That does not make them shiny paladins, however. The Amethyst Sea is outnumbered, outfinanced and outmatched by their many enemies - especially the efreeti and the dao. Thusly, they fight smart, not hard, and are willing to commit what some might see as dubious acts for the greater good of the genasi. This organization utilizes deception as its greatest weapon, preferring to infiltrate slave trafficking bands or slaveholder's domiciles to get the information they need to sneak slaves away.
Perhaps the strongest example of their viewpoints is this: the headquarters of the Amethyst Sea contains a two-way portal between the Elemental Chaos and the mortal world. In the Chaos, it's very easy to open. In the mortal world, it's sealed and locked. The risks of it being used for an elemental incursion are unimportant to the Amethyst Sea; what matters is that this makes it impossible for a pursuer who follows a runaway slave through the portal to just grab their victim and haul them right back.
Known allies of this band include the Starfall Picks, dwarves who seek to honor their ancestors and their own fight to freedom by freeing the genasi, the enigmatic elf & eladrin alliance known as the Summer Hounds, and a thieves guild called the Lost Sock whose interest is pragmatic - helping smuggle ex-slaves to their world is rewarded by being helped in expanding to the Elemental Chaos. Though the possibility exists that at least some members of that group do enjoy feeling like heroes for helping to free the slaves.
The Amethyst Sea does not discriminate; all genasi are welcomed and aided, even those who bear corrupt manifestations. Indeed, causticsouls, cindersouls and plaguesouls all have great potential in aiding their work.
Touched by Chaos[edit]
Because the World Axis shook off the grid-based Elemental Planes for the chaotic, ever-changing Elemental Chaos, genasi in the World Axis have a trait never seen before or since; the ability to belong to multiple elements at the same time. Through talent or training, genasi can shift between multiple elemental manifestations at a time. Though they are born with only one, some genasi obtain different manifestations during their lives. Them doing so depends on their environment: a firesoul genasi that spends a lot of time with watersoul genasi is likely to develop a water manifestation. This tends to happen around adolescence and young adulthood, and though the first change between manifestation can be an uncomfortable, painful and sudden event (nice puberty analogue there, WotC), over time the genasi comes to control the new manifestation. Nearly all of those who develop an additional manifestation have a clear barrier between the two: though there are some who embrace the strife between their manifestations, and become Elemental Tempests.
How does this work mechanically? Through the wonder of Feats and Paragon Paths. All you gotta do is take the feat Extra Manifestation (for Earth/Wind/Fire/Water/Storm) or the feat Extra Corrupt Manifestation (for Caustic/Cinder/Plague/Void) - the Genasi of Athas article doesn't mention if you can take extra manifestations of Ember/Magma/Sand/Sun, but a fair DM would easily let you either just grab it via Extra Manifestation or make a new Extra Athasian Manifestation feat for it. Each time you take this feat, you gain the powers of a single chosen Elemental Manifestation. Then, whenever you complete a rest, you can switch out your current Manifestation for one of your extra ones. Simple!
There's also the Elemental Tempest racial paragon path, which allows you to manifest two of your elements at the same time. This was made before the Abyssal and Athasian Manifestations were a thing, and so combining it with those will require some homebrew tinkering. There's also a racial paragon path, the Soul of Erosion, which a variant Elemental Tempest for combining Watersoul and Causticsoul manifestations.
4e PC Stats[edit]
As with all genasi, 4e's version is heavily dependent on your current Elemental Manifestation.
- Ability Scores: +2 Intelligence, +2 Strength OR +2 Constitution
- Size: Medium
- Speed: 6 squares (30 feet)
- Vision: Normal
- Skill Bonuses: +2 Endurance, +2 Nature
- Elemental Origin: For effects that key off of Origin, you are an Elemental.
- Elemental Manifestation: You have racial traits and a racial encounter power depending on your current Elemental Manifestation. If your Elemental Manifestation grants you energy resistance, it increases by +5 points per tier (so, starts as Resist 5, increases to Resist 10 at 11th level and to Resist 15 at 21st level).
- Earthsoul: +1 racial bonus to Fortitude, +1 racial bonus to saving throws, and you have access to the Earthshock power (Knock down enemies within range).
- Firesoul: +1 racial bonus to Reflex, Resist Fire, and you have access to the Firepulse power (Burning counter-attack when hit in melee).
- Stormsoul: +1 racial bonus to Fortitude, Resist Lightning, and you have access to the Promise of Storm power (Buff to deal extra damage to a Lightning/Thunder attacks for a turn).
- Watersoul: You can breathe water, +2 racial bonus to saving throws against ongoing damage, and you have access to the Swiftcurrent power (Shift around, ignoring terrain and obstacles).
- Windsoul: Resist Cold and you have access to the Windwalker power (Fly 8 spaces).
- Causticsoul: You can breathe water, Resist Acid, and you have access to the Acid Surge power (Shift through enemies, attacking them with acid damage).
- Cindersoul: +1 racial bonus to Fortitude, Resist Fire, and you have access to the Firedeath power (One hit you take rolls 1s for all damage die).
- Plaguesoul: Resist Poison, +5 racial bonus to saves against disease, and you have access to the Plaguebearer power (Nearby enemies take poison damage).
- Voidsoul: +1 racial bonus to Will, Resist Psychic, and you have access to the Void Assumption power (Vanish from the field and reappear on the next turn).
- Embersoul: +1 racial bonus to Reflex, +2 racial bonus to saves against ongoing Fire damage, and you have access to the Ashfall Evasion power (Explode when hit, turning into an ash cloud that provides cover to friends and burning foes).
- Magmasoul: +1 racial bonus to Fortitude, melee attacks do +1d6 Fire damage until the end of your next turn whenever you take Fire damage, and you have access to the Flowing Magma power (Turn into living magma, granting immunity to fire and forced movement with an aura that harms nearby foes, but being slowed.).
- Sandsoul: +4 racial bonus to Acrobatics and Athletics checks made to Escape, +2 racial bonus to saves against immobilize/restrain/slow effects, and you have access to the Sandslide power (Become insubstantial and able to fit through impossibly narrow spaces).
- Sunsoul: +2 racial bonus to saves against ongoing Fire and Radiant damage, you are unaffected by ambient temperatures between -50 and 140 degrees Fahrenheit, you are immune to sun sickness, and you have access to the Sun Flare power (Counter-attack that burns and blinds a foe that hits you when bloodied).
In 5e[edit]
Now the offspring of Genies and Humans, because it's kinda hard to explain how you fucked a rock and the rock gave birth, though Genasi can also be a result from a surge of elemental power from a planar convergence or an eruption from the Inner Planes. Also different from their 4e counterparts as they can grow hair. Genies rarely ever contact their offspring, seeing them as accidents.
Genasi got a 5e update in the Elemental Evil campaign, appearing in both the Princes of Elemental Evil adventure book and the 'Elemental Evil Player's Companion web-enhancement. Which can be found here, if you want to chase it.
Stat-wise: +2 Con (you're just built different), tend towards Neutral alignments, live a little longer than humans, but not much. Majority of bonuses come from their subrace.
Air Genasi get +1 Dex, unlimited breath while not incapacitated, free levitate every long rest.
Earth Genasi get +1 Strength, Earth Walk (Difficult terrain does not apply if made of earth or stone), and Merge With Stone. (free Pass Without Trace once per long rest, with Con as the casting ability)
Fire Genasi get +1 Intelligence, Darkvision (except everything is red, instead of gray), fire resistance, and Reach to the Blaze. (Produce Flame Cantrip known immediately, get Burning Hands once per long rest at 3rd level, using Con as the Spellcasting Ability)
Water Genasi get +1 Wisdom, acid resistance, Amphibious (breather air and water), swim speed of 30 ft, and Call to the Wave. (Free Shape Water cantrip, get Destroy Water at level 3 once per long rest using Con as the Spellcasting Ability)
Mordekainen's Monsters of the Multiverse would re-shuffle the genasi into a standard mold, giving rather decent perks to all subraces, especially the very gimped Air Genasi.
- Ability Score Increases: +2 to one stat and +1 to a second or +1 to three stats.
- Size: Small or Medium, you pick which you want
- Speed: 30 feet
- 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 discern colors in that darkness only as shades of gray.
- Subraces
- Air Genasi
- Unending Breath: You can hold your breath indefinitely while you're not incapacitated.
- Lightning Resistance: You have resistance to lightning damage.
- Mingle with the Wind: You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Earth Genasi
- Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
- Merge with Stone: You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Fire Genasi
- Fire Resistance: You have resistance to fire damage.
- Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Water Genasi
- Amphibious: You can breathe air and water. You also get a 30 ft swim speed.
- Acid Resistance: You have resistance to acid damage.
- Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Pathfinder[edit]
In Pathfinder, because Genasi aren't under Open Game License, Pathfinder instead broke their elemental planetouched up into five different races; Ifrits, Oreads, Suli, Sylphs and Undines.
See Also[edit]
Links and Sources[edit]
3rd Edition[edit]
- Races of Faerun pgs. 112-129
- Chapter 8; Air, Earth, Fire, and Water
- Dragon Magazine #293 pgs. 56-64
- The Elemental Planetouched; Air, Earth, Fire, and Water
- Dragon Magazine #297 pgs. 62-66
- Children of the Cosmos; Dust, Ice, Magma, Ooze, Smoke, and Steam
- Dragon Magazine #350 pgs. 50-57
4th Edition[edit]
- Dragon Magazine #367 pgs. 11-21
- Ecology of the Genasi; Earth, Fire, Storm, Water, and Wind
- Dragon Magazine #380 pgs. 18-23
- Abyssal Genasi; Caustic, Cinder, Plague, and Void
- Dragon Magazine #396
- Genasi of Athas; Ember, Magma, Sand, and Sun
Dungeons & Dragons 2nd Edition Races | |
---|---|
Core | Dwarf • Elf • Gnome • Half-Elf • Half-Orc • Halfling • Human |
Dark Sun | Aarakocra • Half-Giant • Mul • Pterran • Thri-kreen |
Dragonlance | Draconian • Irda • Kender • Minotaur |
Mystara | Aranea • Ee'ar • Enduk • Lizardfolk (Cayma • Gurrash • Shazak) • Lupin • Manscorpion • Phanaton • Rakasta • Sollux • Tortle • Wallara |
Oriental Adventures | Korobokuru • Hengeyokai • Spirit Folk |
Planescape | Aasimar • Bariaur • Genasi • Githyanki • Githzerai • Modron • Tiefling |
Spelljammer | Dracon • Giff • Grommam • Hadozee • Hurwaeti • Rastipede • Scro • Xixchil |
Ravenloft: | Broken One • Flesh Golem • Half-Vistani • Therianthrope |
Complete Book Series | Alaghi • Beastman • Bugbear • Bullywug • Centaur • Duergar • Fremlin • Firbolg • Flind • Gnoll • Goblin • Half-Ogre • Hobgoblin • Kobold • Mongrelfolk • Ogre • Ogre Mage • Orc • Pixie • Satyr • Saurial • Svirfneblin • Swanmay • Voadkyn • Wemic |
Dragon Magazine | Half-Dryad • Half-Satyr • Uldra • Xvart |
Dungeons & Dragons 4th Edition Races | |
---|---|
Player's Handbook 1 | Dragonborn • Dwarf • Eladrin • Elf • Half-Elf • Halfling • Human • Tiefling |
Player's Handbook 2 | Deva • Gnome • Goliath • Half-Orc • Shifter |
Player's Handbook 3 | Githzerai • Minotaur • Shardmind • Wilden |
Monster Manual 1: | Bugbear • Doppelganger • Githyanki • Goblin • Hobgoblin • Kobold • Orc |
Monster Manual 2 | Bullywug • Duergar • Kenku |
Dragon Magazine | Gnoll • Shadar-kai |
Heroes of Shadow | Revenant • Shade • Vryloka |
Heroes of the Feywild | Hamadryad • Pixie • Satyr |
Eberron's Player's Guide | Changeling • Kalashtar • Warforged |
The Manual of the Planes | Bladeling |
Dark Sun Campaign Setting | Mul • Thri-kreen |
Forgotten Realms Player's Guide | Drow • Genasi |
Pathfinder Races | |
---|---|
Player's Handbook | Dwarf • Elf • Gnome • Half-Elf • Half-Orc • Halfling • Human |
Advanced Race Guide | Aasimar • Catfolk • Changeling • Dhampir • Duergar • Drow • Fetchling • Gillman • Goblin • Grippli • Hobgoblin • Ifrit • Kitsune • Kobold • Merfolk • Nagaji • Orc • Oread • Ratfolk • Samsaran • Strix • Suli • Svirfneblin • Sylph • Tengu • Tiefling • Undine • Vanara • Vishkanya • Wayang |
Bestiaries | Android • Astomoi • Caligni • Deep One Hybrid • Gathlain • Gnoll • Kasatha • Munavri • Naiad • Orang-Pendak • Reptoid • Rougarou • Shabti • Trox • Yaddithian |
Adventure Paths | Being of Ib • Kuru |
Inner Sea Races | Ghoran • Monkey Goblin • Lashunta • Skinwalker • Syrinx • Triaxian • Wyrwood • Wyvaran |
Ultimate Wilderness | Vine Leshy |
Blood of the Sea | Adaro • Cecaelia • Grindylow • Locathah • Sahuagin • Triton |
Planar Adventures | Aphorite • Duskwalker • Ganzi |