Genasi
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Genasi are the descendants of both mortal races and elementals. Like tieflings and aasimar, genasi owe their existence to Planescape and "grid-filling", being the inevitable Elemental branch of the Planetouched family tree. Genasi got carried over to 4e, while the aasimar got dumped in favor of a new concept. In older editions, there was one genasi type for each of the Elemental Planes. Genasi of the same elemental type could look wildly different, even if they had the same kind of elemental ancestor. 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.
3.5 added a "half-elemental" template that gave some explanation as to where genasi might have come from, but still, most people chose to ignore them in these editions. Additionally, earth genasi, in a rare move for D&D races, were explicitly noted to come from non-human stock. Dwarvish, 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.)
Unofficial "expansions" to the Genasi family tree came in Dragon Magazine #297 (Paraelemental Planes Genasi) and Quoth the Raven #7, a Ravenloft fansplat that featured an article on Dread Genasi (Genasi of Grave, Mist, Blood and Pyre, the corrupted forms that ordinary elementals got twisted into if summoned there).
It wasn't until 4th edition that genasi got promoted to a full-bore playable race, in the Forgotten Realms Player's Guide. This makes sense because FR has always had a fairly substantial population of them; one of the more exotic countries spent a long time under the rule of Genies, so there are lots of genie-blooded genasi running around. Dragon Magazine #350 even introduced the Azerblood and D'hin, genasi of dwarf/azer and halfling/djinn ancestry.
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.
In AD&D
In 3e
Paraelemental Genasi
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, elementals really don't react well when they're summoned there. 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.
In 4e
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 crystaline growth on their heads.
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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. 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. 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.
In Dark Sun they have different manifestations, namely Ember, Magma, Sand and Sun.
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.
In 5e
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.
Stat-wise: +2 Con, 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. (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 (Con as the Spellcasting Ability))
Pathfinder
Because the Sylph and Undine share their name with actual monsters, see their pages for details.
Ifrit
Ifrits, which sounds way too much like Efreets for some gamers, are the Golarion equivalent of Fire Genasi. They are hotheaded, independent, passionate, and often afflicted with pyromania.
- +2 Dexterity, +2 Charisma, -2 Wisdom
- Native Outsider
- Medium
- Base speed 30 feet
- Darkvision 60 feet
- Spell-like Ability: Burning Hands 1/day with a caster level equal to character level.
- Energy Resistance: Fire Resistance 5
- Fire Affinity: Ifrit Sorcerers with the Fire bloodline treat their Charisma as being +2 points higher for all sorcerer spells and class abilities, whilst ifrit Clerics with the Fire domain use its domain power and domain spells at +1 caster level.
Oread
Oreads are the Golarion equivalent of Earth Genasi. Physically and mentally strong, they are a stoic breed who feel a closer affinity for the earth and its denizens than most civilized races. They are one of the rarer planetouched breeds of Golarion.
- +2 Strength, +2 Wisdom, -2 Charisma
- Native Outsider
- Medium
- Base speed 20 feet
- Darkvision 60 feet
- Spell-like Ability: Magic Stone 1/day with a caster level equal to character level.
- Energy Resistance: Acid Resistance 5
- Water Affinity: Oread Sorcerers with the Earth bloodline treat their Charisma as being +2 points higher for all sorcerer spells and class abilities, whilst oread Clerics with the Earth domain use its domain power and domain spells at +1 caster level.
Suli
Spawn of the union between humans and Janni, the elementally mixed genie race, Suli are a race with no place to belong. Invariably strong and attractive, they tend to be slow-witted.
- +2 Strength, +2 Charisma, -2 Intelligence
- Native Outsider
- Medium
- Base speed 30 feet
- Low-Light Vision
- Negotiator: +2 racial bonus on Diplomacy and Sense Motive checks.
- Elemental Assault (Su): Once per day, as a swift action, a suli can shroud its arms in acid, frost, lightning or fire, a state that lasts for 1 round per character level and which can be dismissed as a free action. Whilst their limbs are enshrouded with elemental energy, a suli's melee attacks do +1d6 damage of the appropriate energy type.
- Energy Resistance: A suli has Resistance 5 to Acid, Cold, Electricity and Fire.
Dungeons & Dragons 2nd Edition Races | |
---|---|
Core | Dwarf • Elf • Gnome • Half-Elf • Half-Orc • Halfling • Human |
Dark Sun | Aarakocra • Half-Giant • Mul • Pterran • Thri-kreen |
Dragonlance | Draconian • Irda • Kender • Minotaur |
Mystara | Aranea • Ee'ar • Enduk • Lizardfolk (Cayma • Gurrash • Shazak) • Lupin • Manscorpion • Phanaton • Rakasta • Tortle • Wallara |
Oriental Adventures | Korobokuru • Hengeyokai • Spirit Folk |
Planescape | Aasimar • Bariaur • Genasi • Githyanki • Githzerai • Modron • Tiefling |
Spelljammer | Dracon • Giff • Grommam • Hadozee • Hurwaeti • Rastipede • Scro • Xixchil |
Ravenloft: | Broken One • Flesh Golem • Half-Vistani • Therianthrope |
Complete Book Series | Alaghi • Beastman • Bugbear • Bullywug • Centaur • Duergar • Fremlin • Firbolg • Flind • Gnoll • Goblin • Half-Ogre • Hobgoblin • Kobold • Mongrelfolk • Ogre • Ogre Mage • Orc • Pixie • Satyr • Saurial • Svirfneblin • Swanmay • Voadkyn • Wemic |
Dragon Magazine | Half-Dryad • Half-Satyr • Uldra • Xvart |
Dungeons & Dragons 4th Edition Races | |
---|---|
Player's Handbook 1 | Dragonborn • Dwarf • Eladrin • Elf • Half-Elf • Halfling • Human • Tiefling |
Player's Handbook 2 | Deva • Gnome • Goliath • Half-Orc • Shifter |
Player's Handbook 3 | Githzerai • Minotaur • Shardmind • Wilden |
Monster Manual 1: | Bugbear • Doppelganger • Githyanki • Goblin • Hobgoblin • Kobold • Orc |
Monster Manual 2 | Bullywug • Duergar • Kenku |
Dragon Magazine | Gnoll • Shadar-kai |
Heroes of Shadow | Revenant • Shade • Vryloka |
Heroes of the Feywild | Hamadryad • Pixie • Satyr |
Eberron's Player's Guide | Changeling • Kalashtar • Warforged |
The Manual of the Planes | Bladeling |
Dark Sun Campaign Setting | Mul • Thri-kreen |
Forgotten Realms Player's Guide | Drow • Genasi |
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 |