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[[File:Watersoul_Genasi.jpg|150px|thumb|right|A 4e Watersoul Genasi. Despite what the growth on the head looks like, this is not an [[Video_games|Asari]]. Or an onion.]]
[[File:Watersoul_Genasi.jpg|150px|thumb|right|A 4e Watersoul Genasi. Despite what the growth on the head looks like, this is not an [[Video_games|Asari]]. Or an onion.]]
 
{{See also|Genasi/Homebrew}}
'''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.
'''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 with [[Mephling]]s, which are basically the same fucking thing, or [[Mephit]]s, which are pure elemental beings.
They should not be confused with [[Mephling]]s, which are basically the same fucking thing, or [[Mephit]]s, 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 [[elemental]]s regarded by many as one of the blander "outsider" races, but even their planetouched seem to be regarded in the same light.
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 [[elemental]]s regarded by many as one of the blander "outsider" races, but even their planetouched seem to be regarded in the same light.
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::Can Create Water as per a 5th level caster 1/day.
::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.
::+1 bonus to all saves vs. water-based magic and spells, which increases by +1 at every 5th experience level.
====Para/Quasi-Genasi====
One of the things that really seems to categorize fans of [[Planescape]] is that they really tend to like categories. As such, the introduction of both the Genasi and the Paraelemental and Quasielemental Planes made fans start wondering: why ain't there genasi for ''those'' planes as well? So, one dedicated fan decided to fill the void, creating "The Roaming Genasi Tavern"; a [[Planescape]] fansite dedicated solely to the genasi, which is where he put up his interpretation of the different paraelemental and quasielemental genasi. The only two he didn't make were Genasi for the Planes of Ash and Dust, who were instead done by the guy who created the Mimir.net website. Sadly, this means that only those two quasi-genasi can still be found online to this day, as the Roaming GEnasi Tavern's URL has expired and the site has been lost.
...Luckily for you berks, the Wayback Machine is a thing, and so 1d4chan has dug up the dusty remains to share with you that which once was!
The general writeup for para-genasi and quasi-genasi is that they lack the arrogance and sense of racial superiority of their "prime-genasi" kinsfolk, and instead are defined by their curiosity. Nobody is quite sure where they come from, but in addition to the wide-spread belief that they are the result of matings between humans and whatever [[elemental]]s exist on the para/quasi planes, it is a known fact that otherwise pureblooded humans who live in permanent settlements on those planes will spontaneously give birth to para/quasi-genasi.
All para/quasi-genasi are immune to the indigenous harmful effects of their native plane.
'''Positive Energy Genasi''', also known as ''Positai'', are natural crucibles of life, filled with an overabundance of positive energy. Physically, this marks them with vibrant yellow-white skin, a naturally high body temperature, and a mystical Aura of Life. This causes them to be surrounded by the equivalent of candlelight, regardless of what they wear, but it also imbues any body within 5 feet with a feelieng of vigor and good cheer. Mentally, this makes positai full of life - not necessarily hyperactive, but constantly seeming to be doing something, just to burn off that endless energy. They are also fascinated with life in all its many and varied forms, and especially with nurturing, growing, and healing. This doesn't mean they like ''nature'', however - a positai will take a bustling cityscape over the stark barren beauty of a desert or a tundra anyday!
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 9/18, Intelligence 3/18, Wisdom 5/18, Charisma 5/18
::Ability Score Adjustments: +1 Constituion, -1 Intelligence
::Racial Class/Level Limits: [[Fighter]] 14, [[Paladin]] 13, [[Mage]] 13, [[Necromancer]] 15, [[Cleric]] , Specialty Priest (Life, Healing, Fertility, Nature)
:::Multiclass Options: Fighter/Mage, Fighter/Necromancer, Fighter/Cleric, Mage/Cleric
::Special Benefits:
:::Immunity to Mummy Rot.
:::All Positai can Turn Undead as if they were a Cleric of the same level; positai clerics and paladins gain a +2 level bonus to Turn Undead.
:::Positai double their natural healing rate, and gain a +50% bonus from magical healing.
:::Positai can cast Cure Light Wounds 1/day.
:::50% chance that a [[Mummy]] or Positive Energy Undead will ignore the positai.
:::+1 to saves vs. Necromantic magic per 5 levels.
:::A positai is always treated as having Proficiency in Healing.
:::At DM's discretion, a positai's Aura of Life can negate the melancholy suffered by a member of the [[Bleak Cabal]].
::Special Drawbacks:
:::'''CANNOT''' use Hide in Shadows!
:::All Negative Energy Creatures ([[undead]], etc) do +(1d4+1) damage when attacking a positai bare-handed.
:::Successful Level Drain effects drain +1 level against  positai.
:::Undead that don't normally have Level Drain can still drain 1 level from the positai with a natural 19-20 on a bare-hands attack.
:::Undead that a positai attempts to turn but resist will always try to concentrate their attacks on the positai, barring intelligence or direct orders from their controller.
'''Radiance Genasi''' are rarely seen outside of the Plane of Radiance, for the simple reason that most leave their homeworld of brilliant, ever-shifting colors and light, and decide "stuff this, it's way too dark, dreary and ugly!" before hightailing it back home. The ones who stay become fascinated with the concept of beauty, seeking it out in various ways and forms. Many become artists in their own right, or at least art ''thieves'', and not all of them, whether creator or consumer, focus purely on visual beauty, even if many of them do. In addition to always being visually striking to look at, the skin of a radiance genasi is always a vibrant, distinctive color (green, blue, purple, and so on), and their hair is usually a violently contrasting color from their skin (thoug some can change hair color at-will). They may also have a faint natural glow to their skin (not as bright as a positai's, but still enough to pinpoint them in a dark room), or be unusually warm to the touch.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 5/18, Constitution 3/18, Intelligence 7/18, Wisdom /, Charisma 9/18
::Ability Score Adjustments: +1 Intelligence, +1 Charisma, -1 Strength, -1 Constitution
::Racial Class/Level Limits: [[Fighter]] 13, [[Mage]] 13, [[Elementalist]] (Fire Only) 13, [[Illusionist]] 15, [[Cleric]] 12, Specialty Priest (Fire, Light, Beauty) 12, [[Thief]] 11, [[Bard]] 14
:::Multiclass Options: Fighter/Illusionist, Fighter/Bard, Illusionist/Thief
:::Racial Thieving Skill Adjustments: -20% Hide in Shadows, +10% Move Silently
::+1 bonus to saves vs. fire-based magic and non-phantasm illusions per 5 levels.
::Cast Continual Light as a 5th level caster 1/day.
::Immunity to natural fire.
::Immunity to light-based blindness.
'''Lightning Genasi''' are shaped by the fact that of all the Inner Planes, Lightning is the most likely to be visited by deities, as the various Storm-related powers revel in its endless thunder and lightning. As a result, lightning genasi are inherently fascinated with the gods, and invariably want to learn as much about the deities of the multiverse as they can when they leave their home plane. For obvious reasons, you virtually never see a lightning genasi in the [[Athar]], and [[Believers of the Source]] are rare. A lightning genasi may have hair that's constantly standing on end, eyes that are full of brief, sporadic flashes, tiny and harmless sparks on their skin and hair as they move, or emit the occasional faint rumble of thunder, only audible within 5 feet.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 9/18, Constitution 3/18, Intelligence 5/18, Wisdom 9/18, Charisma 3/18
::Ability Score Adjustments: +1 Dexterity, +1 Wisdom, -1 Strength, -1 Constitution
::Racial Class/Level Limits: [[Fighter]] 12, [[Mage]] 11, [[Cleric]] 15, Speciality Priest 18
::Immune to non-magical lightning and electricity.
::50% Resistance to magical lightning and electricity.
::Immune to negative effects (deafness, stun, etc) caused by exposure to loud booming noises.
::+1 bonus to saves vs. air or electrical-based magic attacks per 5 levels.
::Shocking Grasp as a 5th level wizard 1/day.
::Lightning genasi cannot multiclass, but ''can'' dual-class exclusively to the Cleric class from 4th level.
::A lightning genasi cleric can only become a speciality priest by starting as a cleric and then adopting a specific patron Power. The genasi abandons their cleric class and becomes a speciality priest of the chosen Power at '''half''' their original cleric level, rounded down (so a level 12 cleric becomes a level 6 speciality priest).
::A dual-classed genasi can also become a specialty priest, but '''must''' sacrifice their non-cleric class forever unless the DM rules it would make sense to keep it, such as a fighter/Priest of War or a mage/Priest of Magic.
'''Steam Genasi''' are fascinated with mysteries and the exploration of the obscure. This means most who reach [[Sigil]] promptly keep on going and strike out into the planes, eager to just see what's out there for the sheer fascination of doing so. This means that they're amongst the most commonly seen "lesser" genasi, up there with Magma, Dust and Salt. They typically have perpetually wet hair, an "odor of fog", a perpetual coating of water droplets on their skin and in their hair, and/or a 1ft wide faint haze. They're also very averse to engaging in piercings, tattoos, and body painting, but nobody knows why.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 9/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Wisdom
::Racial Class/Level Limits: [[Fighter]] 14, [[Mage]] 13, [[Abjurer]] 16, [[Diviner]] 15, [[Bard]] 11
:::Multiclass Options: Fighter/Mage, Fighter/Abjurer, Fighter/Diviner
:::Racial Thieving Skill Adjustments: Climb Walls +5%, Detect Noise +5%, Pick Pockets -10%, Read Languages +5%
::Can breathe water as if it were air.
::Can cast Obscurement (self only) as a 5th level caster 1/day.
::+1 to saves vs. water and necromantic-based magic per 5 levels.
'''Mineral Genasi''' are, as a general rule, hands-down the most generous and compassionate sods you'll probably ever meet. Coming from a plane where valuable minerals are literally every damn where you look, they don't really get the concept of hoarding (keeping some in reserve yeah, but miserliness and opulence both make no sense to them), and they find the idea that some people literally just don't have anything to be very disturbing. So they're naturally impelled to lend a helping hand to those in need - you'll never see a mineral genasi in either the Merkhants or the Ring-Givers, and probably won't see one in the Fated, either! Because of this, in 2e rules, they're restricted to the Good [[alignment]]s exclusively. Physically, they are large, thick and imposing, with sharp, angular features. They may also have skin that is either rough and dark brown or smooth and dark grey, faceted eyes like a cut diamond, and/or multicolored half-inch crystalline stones embedded in their skin.
::Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 3/18, Intelligence 3/18, Wisdom 5/18, Charisma 3/18
::Ability Score Adjustments: +1 Strength, -1 Dexterity
::Racial Class/Level Limits: [[Fighter]] 14, [[Paladin]] 14, [[Wizard]] 13 ([[Mage]], [[Necromancer]], Earth [[Elementalist]]), [[Cleric]] 12, Specialty Priest (Earth, Wealth, Altruism) 12, [[Thief]] 9, [[Bard]] 10
:::Racial Thieving Skill Adjustments: Pick Pockets -5%, Open Locks -5%, Find/Remove Traps -5%, Climb Walls +10%
::Natural Armor Class: 8
::50% chance that a petrifying effect will automatically fail; if not negated, the mineral genasi still gets to make the standard saving throw.
::+1 to saves vs. earth-based magic per 5 levels.
::100% accuracy when appraising precious gems and jewelry.
::Can affect 15 cubic feet of stone as per Stone Shape 1/day.
::Code of Honor: Mineral genasi paladins '''must''' take the Planewalker Warrior kit. They focus on freeing locations from oppressive forces (locations on the [[Lower Planes]] don't count); if a paladin finds an oppressed area and leaves before ending the oppression, they permanently and irrevocably lose their Paladin status. Mineral genasi thieves must steal only from oppressive rich berks (like a greedy merchant or a corrupt sheriff) and give the stolen wealth back to the folks oppressed by these knaves.
'''Smoke Genasi''' are fascinated by cities, perhaps because these are the few places where the smoke and smog level naturally approaches the environment of their home plane (plus, they tend to suffer a mild case of agoraphobia, so the confines of cities are more comforting to them). You'll find them in cities throughout the multiverse, and they often become innkeepers, tavern-masters or merchants to better enjoy the endless ebb and flow of city life. They always smell like smoke, but what ''kind'' of smoke often indicates their mood - the pleasant odor of smoked cedar, for instance, may indicate that the Smoke Genasi is in a generous mood, while a sharp and acrimoniously smoky odor might indicate anger or jealousy. They may also have a choking, coughing tone to their speech, mottled gray skin whose precise color and/or pattern changes from moment to moment, and dark gray hair that moves of its own accord like smoke coming off a fire.
::Ability Score Minimum/Maximum: Strength /18, Dexterity /18, Constitution /18, Intelligence /18, Wisdom /18, Charisma /18
::Ability Score Adjustments:
::Racial Class/Level Limits:
:::Racial Thieving Skill Adjustments:
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 3/18, Intelligence 7/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: +1 Dexterity, +1 Intelligence, -1 Strength, -1 Constitution
::Racial Class/Level Limits: [[Fighter]] 11, [[Mage]] 13, [[Thief]] 16
:::Multiclass Option: Fighter/Thief, Mage/Thief
:::Racial Thieving Skill Adjustments: Move Silently +10%, Hide in Shadows +15%
::Immunity to Normal Fire.
::+1 to saves vs. Magical Fire per 5 levels.
::Can breathe smoke without penalty.
::Half damage from magical clouds that must be inhaled to affect a victim.
::Cast Wall of Smoke 1/day. This is identical to the Wizard spell Wall of Fog, except that a barrier of smoke is created. Creatures within this barrier suffer no damage, but must spend the same number of rounds recovering (clearing their eyesight, regaining their breath, and so forth) that they spent inside the Wall of Smoke, unless they prepared for it (by holding their breath, perhaps, or breathing through a wet rag).
When you hear '''Ice Genasi''', you immediately think "cold-hearted", right? Dispassionate, stoic, ruthlessly logical, grim and emotionless; these are the traits associated with elemental beings of ice. Ice genasi, on the other hand, are the comlete opposite. They are ''intensely'' passionate and curious beings, naturally drawn to the [[Society of Sensation]] for their compatible philosophers. Many speculate they're making up for everything their home plane lacks. They tend to have sharp, angular features, white or bluish-white hair and/or skin, extremely cold flesh, a thin layer of frost in their hair, and/or the feaint sound of a snowstorm in their voice.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: +1 Intelligence, +1 Charisma, -1 Constitution, -1 Wisdom
::Racial Class/Level Limits: [[Fighter]] 11, [[Wizard]] ([[Mage]], [[Elementalist]] Air or Water) 15, [[Cleric]] (or Speciality Priest of Ice, Cold, Air, Water) 14, [[Thief]] 13
:::Multiclassing Options: Fighter/Cleric, Fighter/Mage, Fighter/Thief, Cleric/Mage, Cleric/Thief, Mage/Thief
:::Racial Thieving Skill Adjustments: Climb Walls -5%, Hide in Shadows -10%, Read Languages +15%
::Immunity to Non-Magical Cold.
::Unhindered by icy surfaces.
::+1 to saves vs. magical cold per 5 levels.
::Can cast Frost (as per Grease by a 5th level wizard, but creates slippery ice rather than flammable grease) 1/day.
'''Ooze Genasi''' tend to have a complex, given that the Plane of Ooze is the least respected and most derided of all the Inner Planes. What's there to glorify in an endless expanse of sucking, squelching, slimy, stinking slime? Whilst some develop crushing inferiority complexes, most become over-confident overachievers, desperate to prove their worth - and by extension the laudable qualities of mud. This tends to go either surprisingly well or horribly wrong, depending on how smart the genasi is. They invariably have traits such as a skin color reminiscent of mud or silt, a thin film of moisture across their bodies, a faint aroma of moist earth, or skin that seems almost to flow and drip.
::Ability Score Minimum/Maximum: Strength 5/18, Dexterity 7/18, Constitution 7/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: + Constitution, +1 Dexterity, -1 Wisdom. -1 Charisma.
::Racial Class/Level Limits: [[Fighter]] 13, [[Wizard]] 12, [[Paladin|"Silt Knight"]] 15
:::Multiclass Options: Fighter/Mage
::Can pass through and breathe mud as if it were air.
::Can breathe water, and have water-based Movement Value (swim) of 15.
::+1 to saves vs. water- or earth-based magic per 5 levels.
::1/day, can Create Mud when standing on bare earth or rock, creating a 3-ft deep mud pit, centered on the caster, with a radius of up to 50 feet. The duration of this effect is identical to the Transmute Rock to Mud spell.
::Ooze Genasi Silt Knights are Paladins sworn to the protection of a particular town (prime or planar), region (prime or planar) or realm. (Ooze Genasi are nothing if not big thinkers.) In adopting this town, region, or realm, the Ooze Genasi swears to defend it from evil at all costs. A Silt Knight might adopt the gate town of Tradegate, for instance, or the Great Glacier of Toril. They're free to leave their designated area at any time (to visit relatives, for instance), but if they undertake a quest that doesn't directly or indirectly relate to the protection of this area, they lose their paladin abilities until such time as they atone for it in the normal fashion of paladins. If the area under protection should somehow get destroyed during the paladin's absence, the paladin immediately (and irrevocably) loses all paladin status, and becomes a fighter of the same level.
'''Magma Genasi''' combined the ponderous, deliberate outward motions of their Earth Genasi cousins with a fiercely active and intelligent mind. These genasi are consumed by a desire to explore, investigate and truly understand the multiverse around them, an urge that compels them to wander the planes. Many become [[Fraternity of Order|Guvners]] (or, presumably, [[Society of Sensation|Sensates]]), but even those who dismiss the factions tend to be noted naturalists and researchers; faction-members tend to be amongst the most profound philosophers of their faction, due to their constant inquiry and introspection into the nature of their beliefs and the multiverse. They tend to be thick and bulky, with a rounded physique, and traits such as black or dark brown skin laced with streaks of red or bright orange, flesh that is warm (even hot) to the touch, a mild odor of heated rock, and a faint volcanic rumbling in their voice.
::Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 7/18, Intelligence 7/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: +1 Intelligence, -1 Charisma
::Racial Class/Level Limits: [[Fighter]] 15, [[Wizard]] ([[Mage]] 16, Fire or Earth [[Elementalist]]), [[Cleric|Specialty Priest]] (Earth, Fire, Lava) 14
:::Multiclssing options: Fighter/Mage, Fighter/Priest
::Immune to nonmagical fire and lava.
::Can breathe in lava.
::+1 to saves vs. magical fire and lava per 5 levels.
::Heat Rock (as per Heat Metal, but affects rock) as a 5th level priest 1/day.
'''Ash Genasi''' have a naturally solitary outlook on life; it's not that they don't like the trappings of civilization, they just prefer a less hectic existence free of large ''concentrations'' of civilization, an attitude that endears them to most [[halfling]]s. Given that the first exposure to a non-Ash environment for these genasi tends to be [[Sigil]], the typical response is to turn right back around and flee back to their homeland; the few you see off of Ash either were lucky enough to find a portal that took them from Ash whilst bypassing Sigil, got stuck in Sigil and decided that ''anywhere'' had to be a better bet, or were brave/stubborn enough to keep going despite ending up in Sigil. Obviously, these guys are ''rarely'' seen outside of Ash, and even when they are, prefer a simple, comfortable, and secluded existence; planewalkers are typically exploring the multiverse's rustic towns, isolated villages, and remote wilderness regions. Note that a sweltering, unpopulated tropical jungle on a prime world, a relatively clear and difficult-to-reach plateu in Gehenna, and the gatetown of Faunel would all be equally attractive to the average Ash Genasi. Common physical traits include perpetually soot-covered skin, leaving an ashy residue on antyhing they touch, an odor reminiscent of burnt wood, and dark grey skin and/or hair.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 3/18, Intelligence 7/18, Wisdom 9/18, Charisma 3/18
::Ability Score Adjustments: None
::Racial Class/Level Limits: [[Fighter]] 11, [[Ranger]] 15, [[Mage]] 10, Fire [[Elementalist]] 12, [[Necromancer]] 12, [[Druid]] 13
::Multiclassing Options: Fighter/Mage, Fighter/Fire Elementalist, Fighter/Necromancer
::Alignment Restriction: Non-Lawful
::Immune to nonmagical fire ''and'' nonmagical cold.
::+1 to saves vs. Magical Fire per 5 levels.
::Can Extinguish Flames (as Affect Normal Fires by a 5th level caster, but only extinguishes fire) 1/day.
'''Vacuum Genasi''' are known for two things. The first is the sheer implausibility of their existence, given the Plane of Vacuum is, well, a total void. The second is for being the most annoyingly inquisitive creatures in existence. Remember, the Plane of Vacuum has literally nothing in it. That's it defining trait: it's a big ol' nothing. So, when a vacuum genasi wanders onto the planes, it's like the Clueless times ten. And even if they do live long enough, they never entirely lose that "wide-eyed tourist" attribute. A vacuum genasi always looks gaunt, even to the point of emaciation, and may have dry, cool, never-perspiring skin, hair that remains untouched by the strongest wind, or even an area of "dead air" extending about 1 ft. from their bodies, in which sounds seem muted, the air seems a little thin, and/or odors are non-existent.
::Ability Score Minimum/Maximum: Strength3 /18, Dexterity 5/18, Constitution 7/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: +1 Constitution, -1 Strength
::Racial Class/Level Limits: [[Fighter]] 13, [[Mage]] 15, [[Cleric]] 13, [[Thief]] 14
:::Multiclassing Options: Fighter/Mage, Fighter/Thief, Mage/Thief
:::Racial Thieving Skill Adjustments: Move Silently +15%, Pick Pockets -5%, Find/Remove Traps -10%
::Vacuum genasi don't need to breathe. They are immune to the effects of vacuum (mundane or magical), and can't be affected by harmful-if-inhaled vapors.
::+1 to saves vs. air-based magic per 5 levels.
::Can cast Silence 15' Radius centered on self as a 5th level caster at-will. (it's possible this was supposed to be 1/day, but no limit was mentioned)
'''Salt Genasi''' are amongst the para-genasi and quasi-genasi most likely to be seen exploring the multiverse, specifically driven to explore the various bodies of water. Oceans, lakes, rivers, seas, and even swamps and marshes; any reasonably sized body of water is enough to make the average Salt Genasi feel an urge to map its boundaries, explore its expanse, and experience life to the fullest while sailing its surface. Ironically, this has made them the genasi strain most enamored with the Prime Material; on the outer planes, terrain tends to be kind of homogenous - the Elemental Plane of Water is '''all''' water, save for a few pockets of air and earth scattered throughout; planar oceans are typically layers unto themselves, and planar lakes are few and far between. Prime worlds, on the other hand, often have more water than land. Moreover, the oceans of one prime world are usually vastly different from those of other prime worlds, and in many cases there are vast differences within the same ocean. And for those more interested in rivers, lakes, and other somewhat smaller bodies of water, you really just can't beat the Prime for variety. This fascination with the Prime has led to them becoming equally enamored with [[Spelljammer]]; Wildspace is its own kind of ocean, as they see it, ''plus'' you can easily travel to different Prime worlds without needing portals or gates. That's not to say that there are ''no'' salt genasi on the planes, but "primewalkers" are ''far'' more common. Salt genasi often have such trits as a perpetual odor of brine, perpetually parched, cracked lips, and even an encrusting of salt on skin and/or hair.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 5/18, Intelligence 5/18, Wisdom 9/18, Charisma 3/18
::Ability Score Adjustments: +1 Wisdom, -1 Charisma.
::Racial Class/Level Limits: [[Fighter]] 13, [[Cleric]] 12, Specialty Priest (Water, Sailors, Exploration, Sea) 12, [[Bard]] 16
:::Multiclassing Options: Fighter/Cleric, Fighter/Bard
:::Racial Thieving Skill Adjustments: Climb Walls -5%, Pick Pockets -10%, Read Languages +10%
::Alignment Restriction: Non-Lawful
::Salt genasi never need to drink and suffer no ill effects from thirst.
::Can breathe water as if it were air.
::+1 to saves vs. water-based magic per 5 levels.
::Destroy Water (Reversed Created Water) as a 5th level caster 1/day.
'''Dust Genasi''' are fascinated by the history of things; Buildings, magical weapons, famous (or infamous) bloods, regions, towns, you name it. Most sages and scholars claim this is due to the fact that Dust Genasi are raised on a plane where they routinely see the ultimate embrace which awaits all things, and have therefore developed a curiosity about the life before the decay. On the other hand, some claim that it's the symbolism of accumulated dust (or sands through an hourglass) representing the passage of time. And a few berks say it's because researching the history of dead people and ruined towns is the only thing that matches the dry, somber personality possessed by most Dust Genasi. (Note that this last is woefully inaccurate. While Dust Genasi are indeed more subdued than most other Planar races, only their Magma Genasi cousins match their enthusiasm for research.)        Whatever the reason, most Dust Genasi explore the planes in much the same manner as their Magma Genasi cousins. Some Loreseekers of the Eroding Sands focus their research on one particular location, person, or item, and spend the rest of their lives unearthing its history. Other Dust Genasi prefer to dabble, rather than delve. These are the Planewalking Loreseekers, and they accumulate a broad base of knowledge by travelling around the Multiverse. And finally, some Dust Genasi exist somewhere between the two, wandering the planes for the most part, but occasionally settling down for a year or more to more thoroughly investigate a particular item, region or person. They always bear a sand-like colored pattern to their skin, but other traits may include a thin, perpetual coating of sand on their bodies and/or in their hair, a 1ft-wide dusty haze, the faitn howling of a sandstorm in their voice, or a somewhat flimsy consistency to their body, as though their flesh was filled with sand instead of bones and muscle.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 7/18, Intelligence 5/18, Wisdom 5/18, Charisma 3/18
::Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Charisma
::Racial Class/Level Limits: [[Fighter]] 12, [[Wizard]] ([[Mage]] 11, Earth [[Elementalist]] 11, [[Diviner]] 15), [[Bard]] 14
:::Multiclassing Options: Fighter/Mage, Fighter/Diviner
:::Racial Thieving Skill Adjustments: Read Languages +10%, Detect Noise +5%, Pick Pockets -15%
:::Alignment Restrictions: Non-Chaotic
::50% chance to negate a Disintegration effect targeting them (standard save applies if this fails).
::+1 to saves vs. earth-based magic per 5 levels.
::Can Shatter 20 cubic feet of rock or stone with a touch, as per the Shatter spell, 1/day.
'''Negative Energy Genasi''', or ''Negati'', are the most feared of all the genasi strains; hailing from what is to all practical purposes the Plane of Death, Life is as foreign a concept to them as Chaos is to a [[Modron]], and so when negasi are exposed to the bustling vibrancy of realms beyond it, some go a little nuts. As in, they either go on a rampant slaughter spree or become serial killers. Now, the overwhelming majority of negati travelers ''don't'' do this, but the fact it happens at all tends to stick in the public consciousness. The sane ones find more agreeable ways to balance their comfort with death and their fascination with life. A lot of negatai -- especially the fighters -- roam the Planes learning the various death rituals of different cultures. They do this so that they may give the appropriate "last rites" to foes they've slain in combat. Others become Necromancers, learning the hidden magical Darks of life (and death). Still others become priests of Death-related Powers. Despite popular assumptions, they aren't inherently drawn to the [[Dustmen]]; understanding death and believing everybody is already dead are two very different things. They do rise quickly in the ranks if they join, but. So far, the only distinguishing traits seen of negati has been jet-black, light-drinking skin and an unnaturally cold body temperature.
::Ability Score Minimum/Maximum: Strength 7/18, Dexterity 3/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: +1 Strength, -1 Constitution
::Racial Class/Level Limits: [[Fighter]] 14, [[Mage]] 12, [[Necromancer]] 16, [[Cleric]] 11, Specialty Priest (Death) 14, [[Thief]] 13
:::Multiclassing Options: Fighter/Necromancer, Necromancer/Thief
:::Racial Thieving Skill Adjustments: Pick Pockets -10%, Open Locks -10%, Find/Remove Traps +5%, Hide in Shadows +20%, Move Silently +10%, Climb Walls -5%
::Immune to Level Drain.
::50% chance of being ignored by non-Positive Energy Undead ([[Mummy]]) unless you attack it first.
::Can turn Positive Energy Undead as if you were a [[Cleric]] of the same level. Fail your turn, and the undead will focus on attacking you.
::Positive Energy creatures, including Positai, do +(1d4+1) damage with bare hands attacks.
::Natural healing rate, effects of healing & herbalism proficiencies and magical healing are halved.
::+1 to sves vs. Necromantic magic per 5 levels.
::Chill Touch as a 1st level spell 1/day.
::-4 penalty to reaction rolls.


===3rd Edition===
===3rd Edition===
Line 297: Line 111:
::[[Favored Class]]: [[Fighter]]
::[[Favored Class]]: [[Fighter]]
::[[Level Adjustment]]: +1
::[[Level Adjustment]]: +1
====Para/Quasi-Genasi in 3e====
In 2003, with [[Dungeons & Dragons 3rd Edition]] rocking the fantasy gaming sphere, the same madlad who created the Roving Genasi Tavern website took it upon himself to update his creations to 3e. In fact, he ''deleted'' his original statblocks and replaced them with their 3e counterparts, so 1d4chan is now the only place online you can see both iterations together without fiddling around with the wayback machine!
Since the lore is always directly repeated between the entries, with maybe some slight shuffling of details, this section will just have the crunch - look up the page at the 2e version for the fluff.
'''Positive Energy Genasi:'''
::+2 Constitution, -2 Wisdom: Positai are filled with the essence of Life Energy, improving their constitution. However, their hyperactivity is accompanied by a notoriously short attention span.
::Medium-size.
::Positai base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Necromantic spells and effects. This bonus increases by +1 for every five character levels the Positai attains.
::Outsider: Positai are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Undead Vulnerability (Ex): Undead are powered by energy from the Negative Energy Plane. Negative Energy is inimical to the Positive Energy which suffuses Positai, and so Positai suffer a -4 penalty on their Fortitude saves when trying to recover from the effects of an energy drain attack. Undead that don't normally have an energy draining attack still have the potential to inflict negative levels on a Positai. If an undead creature without an energy draining attack scores a critical barehanded hit against a Positai, the Positai must succeed on a Fortitude check (with the -4 penalty) against a DC of 10 + Hit Dice of undead creature. Failing this check means they gain a negative level. Finally, all undead creatures receive a 1d4 damage bonus when attacking a Positai barehanded. On a critical hit, this bonus is added in after the base damage is multiplied.
::Undead Turning (Ex): Non-cleric Positai can turn undead as though they were a cleric four levels lower than their character level. A 6th level Positai fighter can turn undead as if he was a 2nd level cleric, for example. Non-cleric Positai cannot automatically destroy undead, however. Any undead that would normally be destroyed in the turning attempt will simply be turned as normal.
::Improved Undead Turning (Ex): Positai clerics and paladins can turn undead as though they were two levels higher. A 2nd level Positai cleric turns undead as though he were 4th level, for instance. Multiclass Positai clerics can turn undead using either their cleric level or their character level, whichever gives them the best results. A 6 Ftr/1 Clr character can turn undead as though she were a 3rd level cleric. A 5 Ftr/2 Clr character can turn undead as though she were a 4th level cleric. Positai clerics cannot rebuke or control undead, even if the Positai is of neutral or evil alignment.
::Accelerated Healing (Ex): Due to the Life Energy suffusing their being, Positai heal at an accelerated rate. Wounded Positai who are not under the care of someone with the Healing skill will heal 2 hit points per level per day of rest, and 3 hit points per level per day of complete bed rest. Positai under the care of someone with the Healing skill will gain an extra hit point per day in addition to their usual accelerated healing (assuming the Healer succeeds on a skill check). Magical healing cast on a Positai is also more effective. When determining how many points are healed by a healing spell cast on a Positai, use the next highest die type than that specified by the spell. For example, casting Cure Moderate Wounds on a Positai would heal back 2d10 points of damage +1 point per caster level, instead of the 2d8 points of damage +1 point per caster level specified by the spell description.
::Cure Light Wounds (Sp): Positai have the ability to cast Cure Light Wounds once per day as though they were a 5th level Cleric.
::Clerical Focus: A Positai cleric must choose a deity who grants access to the Healing domain, and must select Healing as one of his or her two domains.
::Automatic Languages: Common. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Cleric
::Level Adjustment +1: Positai are slightly more powerful and gain levels more slowly than most of the other common races.
'''Radiance Genasi:'''
::+2 Charisma, +2 Intelligence, -2 Strength, -2 Constitution: Radiance Genasi are extremely attractive, and all have the intellect necessary to appreciate art in all its varied forms. However, Radiance Genasi are also notoriously frail.
::Medium-size.
::Radiance Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Fire-based spells and effects. Radiance Genasi also receive a +1 racial bonus to their saving throws vs. spells which affect their target via lights or colors (for example, Color Spray or Rainbow Pattern). Both of these bonuses increase by +1 for every five character levels the Genasi attains.
::Outsider: Radiance Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Glowing Skin (Ex): Radiance Genasi suffer a -4 racial penalty on any attempt to hide in shadows. This penalty can be reduced to -1 with a successful Disguise check prior to hiding. If the Radiance Genasi has more skin exposed than normal, this penalty can increase to -6 or higher, depending on the circumstances.
::Fire Immunity (Ex): The Plane of Radiance is just as hot as the Plane of Fire, and so Radiance Genasi are immune to the effects of non-magical fire. Magical fire damages them as normal.
::Blindness Resistance (Ex): Radiance Genasi are immune to being blinded from spells or effects which rely on light, such as the fireworks version of Pyrotechnics. This isn't to say that they can't be blinded; the Wizard spell Power Word, Blind (for instance) doesn't rely on light to achieve the blinding effect, and Radiance Genasi are therefore just as susceptible to that spell as anyone else.
::Daylight (Sp): Radiance Genasi have the ability to cast Daylight once per day as though they were a 5th level Wizard.
::Clerical Focus: A Radiance Genasi cleric must follow a deity of fire, light, sun, art, or beauty.
::Automatic Languages: Common, Ignan. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Bard
::Level Adjustment +1: Radiance Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Lightning Genasi:'''
::+2 Dexterity, -2 Strength: Lightning Genasi tend to take on the nature of lightning itself, which makes them quick rather than strong.
::Medium-size.
::Lightning Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Air-based and Electricity-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Lightning Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a ::Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Soul Searching (Ex): Lightning Genasi get the Knowledge (Religion) skill as a class-based skill.
::Electricity Immunity (Ex): Lightning Genasi are completely immune to non-magical electricity (including lightning). Magical electricity damages them as normal.
::Sonic Resistance (Ex): Since Lightning Genasi come from a plane which is deluged by loud, continual thunder, they receive a +4 racial bonus on all saving throws vs. magical effects which stem from loud booming noises. This only applies to loud, booming noises similar to thunder (such as from Drums of Panic or a Thunder Weapon); Lightning Genasi suffer the full effects of the wail of a Howler, the wail of a Banshee, the winds of Pandemonium, etc.
::Shocking Grasp (Sp): Lightning Genasi have the ability to cast Shocking Grasp once per day as though they were a 5th level Wizard.
::Clerical Focus: Due to their fascination with Deities, Lightning Genasi are not restricted to any particular deity. However, Lightning Genasi clerics must follow a specific deity and cannot be a generic, non-deity-specific cleric.
::Clerical Flexibility: Since Lightning Genasi make a point of examining different belief systems, they have the option of changing their patron deity whenever they gain a new Cleric level. The Lightning Genasi simply picks a new patron deity, and picks two domains from that deity as his new clerical domains. There is no penalty for this, although the Lightning Genasi's former religion may frown upon heretical turncoats.
::Automatic Languages: Common, Auran. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Cleric
::Level Adjustment +1: Lightning Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Steam Genasi:'''
::+2 Constitution, +2 Dexterity, -2 Wisdom: Steam Genasi have a well-deserved reputation for being tough to kill, but you have to be slightly barmy in the first place to do the kind of exploring they do.
::Medium-size.
::Steam Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Steam Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Planewalkers: Due to their propensity for planewalking, Steam Genasi get the Knowledge (Planes) skill as a class-based skill.
::Fog Sight: Steam Genasi can "see" through any cloud made of water vapor up to 120 feet. This includes fog, normal clouds, and steam, but does not include smoke or other vapors.
::Obscuring Mist (Sp): Steam Genasi have the ability to cast Obscuring Mist once per day as though they were a 5th level Wizard.
::Clerical Focus: A Steam Genasi cleric must follow a deity of water, protection, exploration, knowledge, or secrets.
::Automatic Languages: Common, Aquan. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Diviner or Abjurer
::Level Adjustment +1: Steam Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Mineral Genasi:'''
::+2 Strength, -2 Dexterity: Mineral Genasi are big and brawny, but aren't particularly agile.
::Medium-size.
::Mineral Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Earth-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::+4 racial bonus on any Appraise checks related to minerals, gemstones, or jewelry.
::Mineral Genasi have harder skin than most other races, and recieve a +2 racial bonus to their natural Armor Class.
::Outsider: Mineral Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Petrification Immunity (Ex): Mineral Genasi are completely immune to being turned to stone.
::Stone Shape (Sp): Mineral Genasi have the ability to cast Stone Shape once per day as though they were a 5th level Cleric.
::Clerical Focus: A Mineral Genasi cleric must follow a deity of earth, wealth, or altruism.
::Automatic Languages: Common, Terran. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Fighter
::Level Adjustment +1: Mineral Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Smoke Genasi:'''
::+2 Dexterity, -2 Strength: Smoke Genasi are as slippery as a puff of smoke. Unfortunately, they're about as strong.
::Medium-size.
::Smoke Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Air- and Fire-based spells and effects. Smoke Genasi also receive a +1 racial bonus to their saving throws vs. spells which affect their target via inhaled vapors (for example, Stinking Cloud). Both of these bonuses increase by +1 for every five character levels the Genasi attains. Note that some spells which produce vaporous clouds actually work by contact rather than inhalation (e.g. Cloudkill). Smoke Genasai are no more resistant to these spells than anyone else.
::+2 racial bonus to Hide skill checks when trying to hide in shadows.
::+2 racial bonus to Move Silently checks.
::Outsider: Smoke Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Smoke Immunity (Ex): Smoke Genasi can breathe non-magical smoke without difficulty or discomfort.
::Smoke Sight (Ex): Smoke Genasi can "see" through smoke up to 120 feet. This applies only to smoke, and not to fog or any other vapor.
::Feather Fall (Sp): Smoke Genasi have the ability to cast Feather Fall once per day as though they were a 5th level Wizard.
::Clerical Focus: A Smoke Genasi cleric must follow a deity of fire, air, cities, civilization, rogues, or thieves.
::Automatic Languages: Common, Ignan, Auran. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Rogue
::Level Adjustment +1: Smoke Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Ice Genasi:'''
::+2 Constitution, -2 Intelligence: The humans and demihumans who choose to live on the Plane of Ice tend to be from particularly hardy stock. This hardiness is passed on to their Planetouched offspring. The humans and demihumans who choose to live on the Plane of Ice also aren't the brightest lights in the night sky, and this is passed on to their Planetouched offspring as well.
::Medium-size.
::Ice Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Cold-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Ice Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Surefooted (Ex): Ice Genasi can move across any icy surface at their normal movement rate, without any danger of slipping or falling.
::Cold Immunity (Ex): Ice Genasi are completely immune to the effects of non-magical cold. Magical cold does damage as normal.
::Frost (Sp): Ice Genasi have the ability to cast Frost once per day. Frost covers various surfaces with a thin layer of ice, but is otherwise identical to the 1st-level Wizard spell Grease. Ice Genasi can cast this spell as though they were a 5th level Wizard.
::Clerical Focus: An Ice Genasi cleric must follow a deity of air, water, cold, ice, or winter.
::Automatic Languages: Common, Auran, Aquan. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Barbarian
::Level Adjustment +1: Ice Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Ooze Genasi:'''
::+2 Constitution, -2 Wisdom: Ooze Genasi are as resilient as the muck that makes up their native plane. However, their over-confidence often gets them into situations a wiser person would have avoided.
::Medium-size.
::Ooze Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Earth- and Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Ooze Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Mud Breathing (Ex): Ooze Genasi can breathe without difficulty while submerged in mud.
::Mud Sight (Ex): Ooze Genasi can "see" through mud up to 60 feet.
::Soften Earth and Stone (Sp): Ooze Genasi have the ability to cast Soften Earth and Stone once per day as though they were a 5th level Druid.
::Clerical Focus: An Ooze Genasi cleric must follow a deity of water, earth, or valor.
::Automatic Languages: Common, Aquan, Terran. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Fighter
::Level Adjustment +1: Ooze Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Magma Genasi:'''
::+2 Intelligence, +2 Strength, -2 Charisma, -2 Dexterity: Like most genasi related to the element of Earth, Magma Genasi are big, strong, and slow. Additionally, they are extremely inquisitive about the Multiverse, reflected in their higher intelligence. Unfortunately, they also tend to be single-minded about their scientific inquiries and often have trouble relating to people who don't share their passion for their particular subject.
::Medium-size.
::Magma Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Earth- and Fire-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Magma Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Natural Science (Ex): Magma Genasi get the Knowledge (Geography) and Knowledge (Nature) skills as class skills.
::Lava Immunity (Ex): Magma Genasi are completely immune to the effects of non-magical lava, and can also "breathe" while completely immersed in lava.
::Lava Sight (Ex): Magma Genasi can "see" through lava up to a distance of 60 feet.
::Fire Immunity (Ex): Magma Genasi are completely immune to the effects of non-magical fire. Magical fire damages them as normal.
::Heat Rock (Sp): Magma Genasi have the ability to cast Heat Rock once per day as though they were a 5th level Cleric. Aside from the fact that it affects rock instead of metal, Heat Rock is identical to the 2nd-Level Druid spell Heat Metal.
::Clerical Focus: A Magma Genasi cleric must follow a deity of earth, fire, science, or knowledge.
::Automatic Languages: Common, Terran, Ignan. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Wizard
::Level Adjustment +1: Magma Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Ash Genasi:'''
::+2 Wisdom, -2 Charisma: Ash Genasi are generally introspective. They're also not particularly social.
::Medium-size.
::Ash Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Fire- and Cold-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Ash Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Cold Immunity (Ex): Despite being related to the Plane of Fire, the Plane of Ash is bone-numbingly cold. As a consequence, Ash Genasi are completely immune to non-magical cold. Magical cold damages them as normal.
::Extinguish Flames (Sp): Ash Genasi have the ability to Extinguish Flames once per day. Upon use of the ability, the Ash Genasi can, for the next two minutes, extinguish any non-magical flames within a 5' x 5' square as a standard action. Burning materials that are extinguished in this manner instantly become cool to the touch, as though they'd stopped burning days before.
::Clerical Focus: An Ash Genasi cleric must follow a deity of fire, nature, or solitude.
::Automatic Languages: Common, Ignan. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Ranger or Druid. In the event that the Ash Genasi follows the path of a Ranger/Druid multiclass character, only the highest of the two classes counts as his or her favored class.
::Level Adjustment +1: Ash Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Vacuum Genasi:'''
::+2 Constitution, -2 Strength: Since Vacuum Genasi don't need to breathe, they've never had to suffer from an air-borne illness. Consequently, their constitution is exceptionally hardy. However, they tend to be gaunt and weak.
::Medium-size.
::Vacuum Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Air-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Vacuum Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Vapor Immunity (Ex): Vacuum Genasi do not need to breathe. As such, they are immune to all effects and damage from inhaled vapors.
::Silence (Sp): Vacuum Genasi have the ability to cast Silence once per day as though they were a 5th level Cleric.
::Clerical Focus: A Vacuum Genasi cleric must follow a deity of air or travelers.
::Automatic Languages: Common, Auran. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Rogue
::Level Adjustment +1: Vacuum Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Salt Genasi:'''
::+2 Wisdom, -2 Dexterity: Salt Genasi are extremely open-minded, as reflected by the fact that, unlike most Planars, they don't view the Prime as a waste of time. Unfortunately, they also tend to be prone to clumsiness.
::Medium-size.
::Salt Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Salt Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::Sea legs (Ex): Salt Genasi get the Profession (Seafaring) skill as a class skill.
::Dehydration Immunity (Ex): Salt Genasi are immune to any effect that would drain their body of moisture.
::Destroy Water (Sp): Salt Genasi have the ability to cast Destroy Water once per day as though they were a 5th level Druid. This is the reverse of the Druid spell Create Water.
::Clerical Focus: A Salt Genasi cleric must follow a deity of water or the sea.
::Automatic Languages: Common, Aquan. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Fighter
::Level Adjustment +1: Salt Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Dust Genasi:'''
::+2 Intelligence, -2 Dexterity: Dust Genasi are bright, but they tend to move deliberately.
::Medium-size.
::Dust Genasi base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Earth-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
::Outsider: Dust Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::History Buffs (Ex): Dust Genasi get the Knowledge (History) skill as a class skill. Furthermore, due to their knowledge of history, non-bard Dust Genasi have the ::Bardic Knowledge ability as though they were a bard four levels lower than their character level.
::Expert Historians (Ex): Dust Genasi bards can use their Bardic Knowledge ability as though they were two levels higher. Multiclass bards can use either their bard level or their character level, whichever gives them the best results.
::Disintegration Immunity (Ex): Dust Genasi are completely immune to any spell or effect that would disintegrate them or turn them to dust.
::Shatter Rock (Sp): Dust Genasi have the ability to cast Shatter Rock once per day. This spell is identical to the 2nd-level Wizard spell Shatter, except that it works only by touch, and it only affects rock or stone. Dust Genasi can use this ability on up to 20 cubic feet of rock or stone.
::Clerical Focus: A Dust Genasi cleric must follow a deity of earth, lore, or knowledge.
::Automatic Languages: Common, Terran. Bonus Languages: Any (except secret languages such as Druidic).
::Favored Class: Diviner
::Level Adjustment +1: Dust Genasi are slightly more powerful and gain levels more slowly than most of the other common races.
'''Negative Energy Genasi:'''
::+2 Strength, -2 Constitution: The nature of Negative Energy imbues Negatai with a certain amount of power, but it also makes them more susceptible to death.
::Medium-size.
::Negatai base speed is 30 feet.
::Darkvision up to 60 feet.
::+1 racial bonus to their saving throws vs. Necromantic spells and effects. This bonus increases by +1 for every five character levels the Negatai attains.
::+4 racial bonus to Hide skill checks when attempting to hide in dark areas or deep shadows.
::Outsider: Negatai are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
::One Foot in the Grave (Ex): A Negatai's life force remains attached to the Negatai by a tenuous thread. As a consequence, Negatai suffer a -2 racial penalty to all Fortitude saving throws.
::Negative Level Immunity (Ex): Negatai are completely immune to negative levels and level drain.
::Undead Indifference (Ex): The nature of a Negatai is closely tied Negative Energy -- the same energy that gives undead creatures their power. Undead creatures can sense this connection, and tend to regard Negatai as kindred spirits. Mindless undead, such as zombies and skeletons, will not attack a Negatai unless the Negatai attacks first. Free-willed undead, such as vampires and ghouls, will not attack a Negatai unless the Negatai poses a clear and obvious threat. (Note that, for undead creatures like a vampire, sneaking into their lair is generally considered to be a clear and obvious threat. Any Negatai who thinks they'll be able to waltz into a vampire's basement and safely wait there by the coffin with a hammer and stake until daylight is in for a nasty surprise.)
::Undead Rebuking (Ex): Non-cleric Negatai can rebuke undead as though they were a cleric four levels lower than their highest character level. A 6th level Negatai fighter can rebuke undead as if he was a 2nd level cleric, for example. Non-cleric Negatai cannot automatically control undead, however. Any undead that would normally be controlled by the rebuking attempt will simply be rebuked as normal.
::Improved Undead Rebuking (Ex): Negatai clerics can rebuke undead as though they were two levels higher. A 2nd level Negatai cleric rebukes undead as though he were 4th level, for instance. Multiclass Negatai clerics can rebuke undead using either their cleric level or their character level, whichever gives them the best results. A 6 Ftr/1 Clr character can rebuke undead as though she were a 3rd level cleric. A 5 Ftr/2 Clr character can rebuke undead as though she were a 4th level cleric. Negatai clerics cannot turn or destroy undead, even if the Negatai is of neutral or good alignment.
::Inhibited Healing (Ex): Due to the Unlife Energy which permeates their body, Negatai heal at a slower rate than other races. Wounded Negatai who are not under the care of someone with the Healing skill will heal 0.5 hit points per level per day of rest, and 1 hit point per level per day of complete bed rest. Negatai under the care of someone with the Healing skill will heal 1 hit point per day per character level per day of rest, and 1.5 hit points per character level per day of complete bed rest (assuming the Healer succeeds on a skill check). Magical healing cast on a Negatai is also less effective. When determining how many points are healed by a healing spell cast on a Negatai, use the next lowest die type than that specified by the spell. For example, casting Cure Moderate Wounds on a Negatai would heal back 2d6 points of damage +1 point per caster level, instead of the 2d8 points of damage +1 point per caster level specified by the spell description.
::Chill Touch (Sp): Negatai have the ability to cast Chill Touch once per day as though they were a 5th level Wizard.
::Clerical Focus: A Negatai cleric must choose a deity who grants access to the Death, Undeath, and/or Repose domains, and must select one of these as one of his two clerical domains. (The Undeath domain is detailed in the Forgotten Realms Campaign Setting book, and the Repose domain is detailed in the Deities and Demigods sourcebook.)
::Automatic Languages: Common. Bonus Languages: Any (except secret languages such as Druidic).
Favored Class: Necromancer
::Level Adjustment +1: Negatai are slightly more powerful and gain levels more slowly than most of the other common races.


====Paraelemental Genasi====
====Paraelemental Genasi====
Third edition was the first time that stats for non-"Core Elemental" Genasi reared their heads, with Dust, Ice, Magma, Ooze, Smoke and Steam Genasi appearing in [[Dragon Magazine]] #297. 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.
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''' 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.
'''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
::+4 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma
::Outsider (Native)
::Outsider (Native)
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</gallery>


'''Ice Para-Genasi''' 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.
'''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
::+4 Constituition, +2 Wisdom, -2 Dexterity, -2 Charisma
::Outsider (Native)
::Outsider (Native)
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'''Magma Para-Genasi''' combine traits from earth and fire genasi. 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.
'''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
::+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
::Outsider (Native)
::Outsider (Native)
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'''Ooze Para-Genasi''' 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.
'''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
::+4 Constitution, -2 Charisma
::Outsider (Native)
::Outsider (Native)
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'''Smoke Para-Genasi''' 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.
'''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
::+2 Dexterity, +2 Intelligence, -2 Charisma
::Outsider (Native)
::Outsider (Native)
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'''Steam Para-Genasi''' tend to be bossy and egotistical, in some ways the worst aspects of their fire and air 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.
'''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
::+2 Dexterity, -2 Charisma
::Outsider (Native)
::Outsider (Native)
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RacesDramagSteamparagenasi.jpeg
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====Dread Genasi====
Now, you're probably wondering what the deal is with these genasi? Well, to clear things up, in the [[Demiplane of Dread]], because the very nature of the land is subtly tainted and infused with evil, [[elemental]]s really don't react well when they're summoned there (even before they learn they can't return home). This transforms them into malign, corrupted monsters called ''Dread Elementals''; Earth becomes Grave, Air becomes Mist, Water becomes Blood, and Fire becomes Pyre. So, when [[Quoth the Raven]] #7 rolled around, one fan submitted their idea for how this same corruptive process might make itself felt on the genasi.
Unlike standard genasi, dread genasi are rarely the result of sexual intercourse between dread elementals and humanoids; these insane, malevolent entities prefer to destroy and befoul, not create. Instead, most are either born spontaneously to those who have fought (or escaped from) dread elementals, the result of their encounter leaving a spiritual taint lingering in their souls and manifesting in the flesh of their children, or they re born to normal genasi who had the misfortune of being trapped in the Demiplane.
'''Mist Genasi''' are the most common of the dread genasi. A weird mixture of flighty and mysterious by nature, they are born wanderers, drifting into town like the mist & fog they are connected to before vanishing as suddenly and mysteriously as they arrived. This is aided by the fact that they have some of the more enigmatic "traces" of their element; skin that may be pale white or thin & slightly translucent, hair that may be grey or white in color, and/or long & wispy in nature, or a light and airy voice. Even their more overt markings are fairly subtle; clothing and hair that seems to move in a perpetual breeze that nobody else can feel, or their breath being visible in a misty plume regardless of the ambient temperatures. They are known to be exasperating to talk to; tending to skip from topic to topic, whilst seemingly always gaining more from a conversation than what they give, meaning those who talk to them often find themselves needing to constantly redirect the conversation to get an answer.
::Ability Score Modifiers: +2 Dexterity, +2 Charisma, -2 Constitution
::Racial Type: Outsider (Native)
::Medium size
::Base speed 30 feet
::Darkvision 60 feet
::Cloak of Mist (Sp): A mist genasi can cast Obscuring Mist 1/day as per a Sorcerer of their character level.
::Keen Eyed (Ex): Reduce the miss chance caused by concealment by 10% when concealment is granted by atmospheric disturbances, such as fog, rain and smoke.
::+1 racial bonus on saving throws against air-based spells & effects, which increases by +1 per 5 character levels.
::[[Favored Class]]: [[Bard]]
::[[Level Adjustment]] +1
'''Grave Genasi''' are not uncommon, but are rarely seen, due to their being naturally reclusive and disliking crowds. Like their elemental namesakes, they are drawn to places of burial, hiding from the rest of the world amongst graveyards, crypts and catacombs. Like true earth genasi, they tend to be physically slow and ponderous, moving sluggishly even if they are rake-thin. ALso like them, they are extremely hardy, very patient, and naturally observant; it's not uncommon for them to spend several hours patiently watching as some event unfolds, be it the blossoming of a flower or the last moments of a person dying. Indeed, the latter is more up their alley; grave genasi are creepy, ''creepy'' fucks who generally hold no inherent value for life and have a morbid fascination with death and decay. Common grave genasi mutations include dark brown or black skin color, a leathery or gritty skin texture, a deep and gravely voice, black eyes like deep pits, thick and coarse-textured hair, a faint but everpresent smell of rot, and sweating mud instead of water.
Yeah, this means grave genasi are pretty likely to be mistaken for [[mortif]], if not outright undead.
::Ability Score Modifiers: +4 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma
::Racial Type: Outsider (Native)
::Medium size
::Base speed 30 feet
::Darkvision 60 feet
::Return to the Grave (Sp): A grave genasi can cast Soften Earth & Stone 1/day as per a Sorcerer of their character level.
::Breathless (Ex): Grave genasi do not breathe, which makes them immune to attacks that rely on inhalation, such as drowning, suffocation and certain spells & types of poison.
::+1 racial bonus on saving throws against earth-based spells & effects, which increases by +1 per 5 character levels.
::[[Favored Class]]: [[Ranger]]
::[[Level Adjustment]] +1
'''Pyre Genasi''' are the least common of their ilk, if only because they tend to get themselves killed off very quickly. Much as the pyre elemental is the more violent and destructive version of the fire elemental, so too is the pyre genasi to the fire genasi. Hot-blooded, quick to anger and extremely prone to pyromania and/or a love of destruction, these genasi tend to live short but violent lives, roaming constantly in search of new spots to raze and places to hide from the latest angry mob. Not helping matters is that they are some of the more visibly mutated genasi, which isn't good in the [[Demiplane of Dread]]; common traits include charcoal grey skin, red or orange hair that moves like flames, eyes that glow like embers, a voice that crackles like fire, and a personal aroma of ash or smoke.
::Ability Score Modifiers: +2 Strength, +2 Dexterity, -2 Constitution, -2 Wisdom
::Racial Type: Outsider (Native)
::Medium size
::Base speed 30 feet
::Darkvision 60 feet
::Start the Blaze (Sp): A pyre genasi can cast Produce Flame 1/day as per a Sorcerer of their character level.
::Heat (Ex): A pyre genasi deals +1 fire damage with its melee attacks. When grappling, it inflicts 1 point of fire damage per round it maintains its hold.
::+1 racial bonus on saving throws against fire-based spells & effects, which increases by +1 per 5 character levels.
::[[Favored Class]]: [[Fighter]]
::[[Level Adjustment]] +1
'''Blood Genasi''' are, by nature, quiet and methodical, and whilst not as common as mist genasi, blend into society just about as well. Like their grave genasi kin, blood genasi tend to hold very little value for life - in fact, they seem to draw a great deal of satisfaction in killing, although theirs is a cold and calculating love-affair with murder, rather than the violent passion for destruction of their pyre genasi kindred. Not all blood genasi are cold-blooded killers, but... well, the tendency is there. Their mutations are subtler than those of the pyre genasi, but can be quite visible if you know what to look for; perpetually and brightly red-flushed skin, permanently bloodshot eyes, a persistent scent of iron, a gurgling voice, and matted hair that looks like clotted blood are all perfect examples of their elemental marks.
::Ability Score Modifiers: +2 Dexterity, +2 Intelligence, -2 Charisma
::Racial Type: Outsider (Native)
::Medium size
::Base speed 30 feet
::Darkvision 60 feet
::Pool of Blood (Sp): A blood genasi can cast Grease 1/day as per a Sorcerer of their character level. This version uses blood instead of grease, but functions identically.
::Bloodscent (Ex): A blood genasi can track wounded creatures that have blood (or similar life-sustaining fluids) as if it had the Scent special quality.
::+1 racial bonus on saving throws against water-based spells & effects, which increases by +1 per 5 character levels.
::[[Favored Class]]: [[Rogue]]
::[[Level Adjustment]] +1
The article also contains a number of racial feats:
* '''Blood Form''' (Elemental Ties, base Fortitude save +3, blood genasi): Transform into a pool of blood 1/day per time this feat has been selected. This mimics a Gaseous Form cast by a Sorcerer of your character level.
* '''Bony Exterior''' (Elemental Ties, grave genasi): Gain +4 natural armor bonus, which stacks with other natural armor bonuses.
* '''Cloak of Flame''' (Base Will save +2, pyre genasi): Cast a Fire Shield (warm only) 1/day per time this feat has been selected, with caster level equal to a Sorcerer of your character level.
* '''Elemental Ties''' (Base Will save +5, any Dread genasi): +4 bonus to saves vs. paralysis, poison, sleep or stunning.
* '''Fireproof Flesh''' (Elemental ties, pyre genasi): You have Fire Resistance 5, which doesn't stack with other sources of fire resistance.
* '''Ghastly Presence''' (Base Fortitude save +2, grave genasi): Cast a Stinking Cloud 1/day per time this feat has been selected, with caster level equal to a Sorcerer of your character level.
* '''Traveler of the Mists''' (Base Will save +4, mist genasi): When you travel via a Mistway either alone or with a group of no more than 5 people, the chance of the Mistway drifting is decreased by 5% per character level you possess (minimum of 5% chance of drifting).
* '''Wall of Mist''' (Base Will save +2, mist genasi): Cast a Fog Cloud 1/day per time this feat has been selected, with caster level equal to a Sorcerer of your character level.


===4th Edition===
===4th Edition===
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==Links and Sources==
==Links and Sources==
===3rd Edition===
*[[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
**Legacies of Ancient Empires; [[Azerblood]] and [[D'hin'ni]]


===4th Edition===
*[[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


{{D&D2e-Races}}
{{D&D2e-Races}}

Latest revision as of 14:07, 21 June 2023

A 4e Watersoul Genasi. Despite what the growth on the head looks like, this is not an Asari. Or an onion.
See also: Genasi/Homebrew

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 | edit source]

2nd Edition[edit | edit source]

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 | edit source]

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 | edit source]

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 | edit source]

Elemental Tempests are genasi who can manifest two different elements at once.
A Genasi of the Stormsoul Manifesation.

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 | edit source]

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 | edit source]

Caustic, Cinder, Plague and Void Abyssal Genasi.

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 | edit source]

A Genasi of the Sandsoul Manifestation.

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.
Firesoul: +1 racial bonus to Reflex, Resist Fire, and you have access to the Firepulse power.
Stormsoul: +1 racial bonus to Fortitude, Resist Lightning, and you have access to the Promise of Storm power.
Watersoul: You can breathe water, +2 racial bonus to saving throws against ongoing damage, and you have access to the Swiftcurrent power.
Windsoul: Resist Cold and you have access to the Windwalker power.
Causticsoul: You can breathe water, Resist Acid, and you have access to the Acid Surge power.
Cindersoul: +1 racial bonus to Fortitude, Resist Fire, and you have access to the Firedeath power.
Plaguesoul: Resist Poison, +5 racial bonus to saves against disease, and you have access to the Plaguebearer power.
Voidsoul: +1 racial bonus to Will, Resist Psychic, and you have access to the Void Assumption power.
Embersoul: +1 racial bonus to Reflex, +2 racial bonus to saves against ongoing Fire damage, and you have access to the Ashfall Evasion power.
Magmasoul: +1 racial bonus to Fortitude, your 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.
Sandsoul: +4 racial bonus to Acrobatics and Athletics checks made to Escape, +2 racial bonus to saves against effects that immobilize/restrain/slow you, and you have access to the Sandslide power.
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.

In 5e[edit | edit source]

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 | edit source]

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 | edit source]

Links and Sources[edit | edit source]

3rd Edition[edit | edit source]

4th Edition[edit | edit source]

  • 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 DwarfElfGnomeHalf-ElfHalf-OrcHalflingHuman
Dark Sun AarakocraHalf-GiantMulPterranThri-kreen
Dragonlance DraconianIrdaKenderMinotaur
Mystara AraneaEe'arEndukLizardfolk (CaymaGurrashShazak) • LupinManscorpionPhanatonRakastaTortleWallara
Oriental Adventures KorobokuruHengeyokaiSpirit Folk
Planescape AasimarBariaurGenasiGithyankiGithzeraiModronTiefling
Spelljammer DraconGiffGrommamHadozeeHurwaetiRastipedeScroXixchil
Ravenloft: Broken OneFlesh GolemHalf-VistaniTherianthrope
Complete Book Series AlaghiBeastmanBugbearBullywugCentaurDuergarFremlinFirbolgFlindGnollGoblinHalf-OgreHobgoblinKoboldMongrelfolkOgreOgre MageOrcPixieSatyrSaurialSvirfneblinSwanmayVoadkynWemic
Dragon Magazine Half-DryadHalf-SatyrUldraXvart
Dungeons & Dragons 4th Edition Races
Player's Handbook 1 DragonbornDwarfEladrinElfHalf-ElfHalflingHumanTiefling
Player's Handbook 2 DevaGnomeGoliathHalf-OrcShifter
Player's Handbook 3 GithzeraiMinotaurShardmindWilden
Monster Manual 1: BugbearDoppelgangerGithyankiGoblinHobgoblinKoboldOrc
Monster Manual 2 BullywugDuergarKenku
Dragon Magazine GnollShadar-kai
Heroes of Shadow RevenantShadeVryloka
Heroes of the Feywild HamadryadPixieSatyr
Eberron's Player's Guide ChangelingKalashtarWarforged
The Manual of the Planes Bladeling
Dark Sun Campaign Setting MulThri-kreen
Forgotten Realms Player's Guide DrowGenasi
Dungeons & Dragons 5th Edition Races
Player's Handbook DragonbornDrowDwarfElfGnomeHalf-ElfHalf-OrcHalflingHumanTiefling
Dungeon Master's Guide AasimarEladrin
Elemental Evil Player's Guide AarakocraGenasiGoliathSvirfneblin
Sword Coast Adventurer's Guide DuergarGhostwise HalflingSvirfneblinTiefling Variants
Mordenkainen's Tome of Foes Baatific TieflingsDuergarEladrinGithyankiGithzeraiSea ElfShadar-kaiSvirfneblin
Volo's Guide to Monsters AasimarBugbearFirbolgGoblinGoliathHobgoblinKenkuKoboldLizardfolkOrcTabaxiTritonYuan-Ti Pureblood
Eberron: Rising from the Last War BugbearChangelingGoblinHobgoblinShifterWarforged
Guildmaster's Guide to Ravnica CentaurElfGoblinHumanLoxodonMinotaurSimic HybridVedalken
Mythic Odysseys of Theros HumanCentaurLeoninMinotaurSatyrTriton
Plane Shift: Amonkhet AvenKhenraMinotaurNaga
Plane Shift: Innistrad Human
Plane Shift: Ixalan GoblinHumanMerfolkOrcSirenVampire
Plane Shift: Kaladesh AetherbornDwarfElfHumanVedalken
Plane Shift: Zendikar ElfGoblinHumanKorMerfolkVampire
One Grung Above Grung
Astral Adventurer's Guide Astral ElfAutognomeGiffHadozeePlasmoidThri-kreen
Dragonlance: Shadow of the Dragon Queen Kender
Unearthed Arcana GlitchlingMinotaurRevenant
The Races of Pathfinder
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