Genasi lore goes here. (WIP)
Magic-Imbued. Your are descended from another race. Pick one other non-Magic-Imbued race of your choice to be your parent race. You inherit your size, speed, languages, and any senses such as Darkvision from your parent race.
For the purposes of feat requirements, you are considered to be both a member of your parent race and a Tiefling.
Creature Type. You count as an Elemental and a Humanoid.
Extra Language. You can read, write, and speak Auran.
Airborn. You take no damage from falling.
Windstride. As a minor action, you may harness vortices of wind to gain a flying speed equal to your movement speed until the end of your turn. If you end your turn in the air, with nothing holding you aloft, you immediately fall to the ground.
You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Soul of Air. As you reach certain levels, you gain access to specific spells. Each spell of 1st-level or higher may be cast once without expending a spell slot, and additional times using spell slots as normal. Your spellcasting ability for these spells is either Intelligence, Wisdom, or Charisma, chosen when you pick this race. The spells gained are detailed below:
Air Genasi Spells
|
1st | Gust |
3rd | Zephyr Strike |
5th | Gust of Wind |
Spells cast with this feature require no material components.
Extra Language. You can read, write, and speak Terran.
Earthborn. You ignore difficult terrain and have a climbing speed equal to your walking speed when traveling on earth and stone.
Earthshaper. When you cast
mold earth, you may choose to empower it. When empowered in this way, it takes a minor action to cast instead of a standard action, and it may target a 15-foot cube of earth instead of a 5-foot cube.
You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Firm Footing. You have advantage on Strength checks and saving throws to avoid being shoved. As long as your feet are planted on the earth.
Soul of Earth. As you reach certain levels, you gain access to the following spells. Each spell of 1st-level or higher may be cast once without expending a spell slot, and additional times using spell slots as normal. Your spellcasting ability for these spells is either Intelligence, Wisdom, or Charisma, chosen when you pick this race. The spells gained are detailed below:
Earth Genasi Spells
|
1st | Mold Earth |
3rd | Earth Tremor |
5th | Pass without Trace |
Spells cast with this feature require no material components.
Extra Language. You can read, write, and speak Ignan.
Fireborn. You have resistance to fire damage.
Flaming Touch. Your hands are natural weapons, dealing 1d6 fire damage on a hit.
Soul of Fire. As you reach certain levels, you gain access to specific spells. Each spell of 1st-level or higher may be cast once without expending a spell slot, and additional times using spell slots as normal. Your spellcasting ability for these spells is either Intelligence, Wisdom, or Charisma, chosen when you pick this race. The spells gained are detailed below:
Fire Genasi Spells
|
1st | Control Flames |
3rd | Burning Hands |
5th | Heat Metal |
Spells cast with this feature require no material components.
Extra Language. You can read, write, and speak Aquan.
Waterborn. You can breathe water, and you have a swmiming speed equal to your walking speed.
Watery Step. If you are in water, you may use a minor action to teleport up to 30 feet to another point you can see also within water.
You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Soul of Water. As you reach certain levels, you gain access to specific spells. Each spell of 1st-level or higher may be cast once without expending a spell slot, and additional times using spell slots as normal. Your spellcasting ability for these spells is either Intelligence, Wisdom, or Charisma, chosen when you pick this race. The spells gained are detailed below:
Water Genasi Spells
|
1st | Shape Water |
3rd | Ice Knife |
5th | ItemLink:rimesBindingIce |
Spells cast with this feature require no material components.
The following
feats are available exclusively to Genasi characters:
Prerequisite: Water Genasi
Cost: 4 feat points
You have learned to form your water into a protective shield of ice when you heal your allies. Whenever you heal a creature with a spell of 1st-level or higher, you may grant that creature temporary hit points equal to 1d6 + the level of the spell.
Prerequisite: Earth Genasi
Cost: 2 feat points
Your skin is remarkably tough and durable, and you may use your energy to toughen yourself further at a moment's notice. When you take piercing or slashing damage, you may use a reaction to gain resistance to that triggering damage.
You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Prerequisite: Fire Genasi
Cost: 4 feat points
You have learned to harness the fire of your spells to protect yourself even as they damage your foes. Whenever you cast a spell of 1st-level or higher that deals fire damage, you gain temporary hit points equal to 1d6 + the level of the spell.
Prerequisite: Air Genasi
Cost: 5 feat points
You have greatly enhanced your power of flight, gaining the following
benefits:
Flight. You gain a flying speed equal to your walking speed.
Swift Movement. When you use your Windstride feature, your movement speed is doubled for that round.