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View Full Version : D&D 5e/Next Bloodlines of the Inner Planes: Genasi Redux - Including Para & Quasi Genasi [PEACH]



Edge
2019-09-09, 04:42 PM
Genasi Racial Traits
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
Languages. You can read, write and speak Common and Primordial.
Subrace. All genasi have heritage stemming from one of the elemental, para-elemental or quasi-elemental planes. Choose one of them as your subrace.

Air Genasi
Ability Score Increase. Your Dexterity score or Intelligence score increases by 2, and the other score increases by 1.
Blessing of the Endless Sky. You know the gust(XGtE) cantrip, and can cast the feather fall spell with this trait. Starting at 3rd level, you can cast levitate with it, and starting at 5th level you can cast fly with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Intelligence is your spellcasting ability for these spells.
Cloudstep. You are proficient in Acrobatics. While using your levitate racial spell, you may attempt to move laterally by making an Acrobatics check. The DC of this check is equal to that of an Athletics check made to make a running long jump for the same distance.
Resonant Sky. You have resistance to thunder damage and can hold your breath indefinitely.

Earth Genasi
Ability Score Increase. Your Strength score or your Constitution score increases by 2, and the other increases by 1.
Blessing of the Eternal Peak. You know the mold earth(XGtE) cantrip, and can cast the earth tremor(XGtE) spell with this trait. Starting at 3rd level, you can cast pass without trace with it, and starting at 5th level you can cast meld into stone with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Constitution is your spellcasting ability for these spells.
Cliffhide. You are resistant to poison damage, and advantage on saving throws against the poisoned condition.
Mountainthew. You are proficient in Athletics. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You have advantage on saving throws against effects that would knock you prone or forcibly move you.

Fire Genasi
Ability Score Increase. Your Dexterity score or your Charisma score increases by 2, and the other increases by 1.
Blessing of the Flame Imperishable. You know the control flames(XGtE) cantrip, and can cast the burning hands spell with this trait. Starting at 3rd level, you can cast Aganazzar’s scorcher(XGtE) with it, and starting at 5th level you can cast major image with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Charisma is your spellcasting ability for these spells.
Burn Both Ends. When you roll initiative, you can spend and roll a Hit Die, adding the result to your initiative.
Cinderfoot. Your have resistance to fire damage, and are immune to the effects of extreme heat.
Searing Gaze. You are proficient in Intimidation.

Water Genasi
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Constitution score increases by 1.
Blessing of the Endless Tide. You know the shape water(XGtE) cantrip, and can cast the ice knife(XGtE) spell with this trait. Starting at 3rd level, you can cast create or destroy water as a 2nd level spell with it, and starting at 5th level you can cast tidal wave(XGtE) with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Wisdom is your spellcasting ability for these spells.
Cleansing Flow. You may add half your proficiency bonus on all saving throws made against ongoing effects and conditions.
Riversurge. You can breathe both air and water, and have a swimming speed equal to your walking speed.

Ice Genasi (Air-Water)
Ability Score Increase. Your Constitution score or your Intelligence score increases by 2, and the other increases by 1.
Blessing of Unrelenting Rime. You know the frostbite(XGtE) cantrip, and can cast the grease spell with this trait. Starting at 3rd level, you can cast Snilloc’s snowball swarm(XGtE) with it, and starting at 5th level you can cast sleet storm with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Intelligence is your spellcasting ability for these spells.
Frostsoul. You are resistant to cold damage, ignore difficult terrain caused by snow and ice, and are immune to the effects of extreme cold.
Glacial Patience. When you roll initiative, you may choose to make the roll with disadvantage. If you do so, you may add +1d4 to the results of attack rolls you make against, and saving throws prompted by, hostile creatures with a higher initiative score than you for 1 minute.

Magma Genasi (Earth-Fire)
Ability Score Increase. Your Strength or Intelligence score increases by 2, and the other increases by 1.
Blessing of the Molten Heart. You know the green-flame blade(SCAG) cantrip, and can cast the ensnaring strike spell with this trait. Starting at 3rd level, you can cast Maximilian’s earthen grasp(XGtE) with it, and starting at 5th level you can cast Melf’s minute meteors with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Intelligence is your spellcasting ability for these spells.
Igneous Juggernaut. You are resistant to fire damage, and are immune to the effects of proximity to and immersion in lava. Additionally, you can walk across lava and magma as though it was solid ground, as long as you do not end your turn in the same space you began it.
World-Smelter. You have advantage on checks made to create or repair items that require intense heat, and are proficient with one set of artisan’s tools appropriate for creating such items.

Ooze Genasi (Earth-Water)
Ability Score Increase. Your Constitution or Wisdom score increases by 2, and the other increases by 1.
Blessing of the Tenacious Mire. You know the acid splash cantrip, and can cast the ray of sickness spell with this trait. Starting at 3rd level, you can cast earthbind(XGtE) with it, and starting at 5th level you can cast slow with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Wisdom is your spellcasting ability for these spells.
Inchoate Anatomy. You can compress your body enough to squeeze through a 1-inch wide space. You can't expand inside a space that offers any resistance.
Mordant Mettle. You are resistant to acid damage, and ignore difficult terrain caused by deep mud, clay or similar substances. You have advantage on checks made to grapple or escape a grapple.

Smoke Genasi (Air-Fire)
Ability Score Increase. Your Dexterity or Charisma score increases by 2, and the other increases by 1.
Blessing of the Effervescent Haze. You know the minor illusion cantrip, and can cast the disguise self spell with this trait. Starting at 3rd level, you can cast pyrotechnics(XGtE) with it, and starting at 5th level you can cast stinking cloud with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Charisma is your spellcasting ability for these spells.
Smogswiller. You are resistant to poison damage, and are immune to inhaled poisons and other gaseous effects that require the target to inhale them.
Smoke and Mirrors. Your vision is never impaired by fog, mist, clouds, smog, soot or any other similar gaseous environmental factors. You are proficient in Stealth, and can attempt Stealth checks even when only lightly obscured by gaseous environmental factors.
Smoke on the Wind. Your walking speed is doubled during surprise rounds, and during the first round of combat if you possess the highest initiative score. Opportunity attacks made against you while Dashing are made at disadvantage.

Lightning Genasi (Positive-Air)
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom or Charisma score increases by 1.
Blessing of the Surging Tempest. You know the shocking grasp cantrip, and can cast the zephyr strike(XGtE) spell with this trait. Starting at 3rd level, you can cast witch bolt as a 2nd level spell with it, and starting at 5th level you can cast thunder step(XGtE) with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Charisma is your spellcasting ability for these spells.
Levinquick. Your base walking speed is 35 feet. You may add half of your proficiency bonus to your initiative modifier.
Stormsoul. You are resistant to lightning damage.

Mineral Genasi (Positive-Earth)
Ability Score Increase. Your Strength score increases by 2, and your Constitution or Wisdom score increases by 1.
Adamant Resilience. You reduce bludgeoning, piercing and slashing damage you take by an amount equal to half your proficiency bonus after all other modifiers. If you have another feature or trait that reduces damage by a set numeric value, it does not stack with this one – only the greatest reduction applies. You also have advantage on saving throws against paralysis and petrification.
Alloyed Vigour. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. In addition, when an ally takes the Help action to aid you, you can choose to Alloy yourself with them for 1 minute. While Alloyed with a creature, you can take the Help action to aid them as a bonus action. You can only Alloy yourself this way once, and regain your ability to do so when you take a short or long rest.
Blessing of Jewelled Steel. You know the mending cantrip, and can cast the shield spell with this trait. Starting at 3rd level, you can cast heat metal with it, and starting at 5th level you can cast conjure barrage with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Strength is your spellcasting ability for these spells.

Radiance Genasi (Positive-Fire)
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by one.
Blessing of the Gleaming Prism. You know the word of radiance(XGtE) cantrip, and can cast the faerie fire spell with this trait. Starting at 3rd level, you can cast guiding bolt as a 2nd level spell with it, and starting at 5th level you can cast daylight with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Charisma is your spellcasting ability for these spells.
Incandescent Grace. You are resistant to radiant damage, and have advantage on saves against blindness. Additionally, you permanently emit blue, green, yellow, orange, red or purple light as though your body was the subject of a light spell.
Resplendent Aesthetics. You are proficient in Performance. In addition, your movements are so sublimely beautiful and preternaturally graceful that you may make a Charisma (Performance) check whenever you would normally be called upon to make an Athletics or Acrobatics check.

Steam Genasi (Positive-Water)
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or your Wisdom score increases by 1.
Blessing of Ascending Vapour. You know the shape water(XGtE) cantrip, and can cast the fog cloud spell with this trait. Starting at 3rd level, you can cast blur with it, and starting at 5th level you can cast gaseous form with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Intelligence is your spellcasting ability for these spells.
Obfuscated Mind. You are resistant to psychic damage, and whenever you succeed on a saving throw against a spell or effect that deals psychic damage or would read your thoughts, the source of the effect takes psychic damage equal to your Intelligence modifier. You also gain the effects of a nondetection spell for 24 hours against spells and effects used by a creature you damage in this way.
Parting the Mist. You are proficient in Investigate. You have advantage on saving throws against illusions, and may always attempt to disbelieve an illusion through interaction as a bonus action.

Ash Genasi (Negative-Fire)
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Constitution score increases by 1.
Blessing of Forgotten Flame. You know the create bonfire(XGtE) cantrip, and can cast the bane spell with this trait. Starting at 3rd level, you can cast blindness/deafness with it, and starting at 5th level you can cast ash storm* with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Wisdom is your spellcasting ability for these spells.
Cinder’s Chill. You are resistant to cold damage, and immune to damage and conditions inflicted by inhaled poisons or unclean air.
Feast of Ashes. You are proficient in Survival, and have advantage on Survival checks made in barren environments. In addition, you may perform a ritual (as though casting a ritual spell) that takes 1 hour, and requires a corpse as a material component. During the ritual, you use your create bonfire cantrip to reduce the corpse to a number of greasy, grey edible pellets, duplicating the effect of a goodberry spell. Once you’ve performed this ritual, you can’t do so again until you finish a long rest.
*Ash storm functions as per sleet storm, except that it deals half fire and half poison damage, and creatures entering or starting their turn in the area must make a Constitution save or become poisoned for 2 rounds, rather than saving against becoming prone. The spell’s area is not difficult terrain, but it is lightly obscured.

Dust Genasi (Negative-Earth)
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.
Blessing of Unrelenting Decay. You know the weight of ages* cantrip, and can cast the comprehend languages spell with this trait. Starting at 3rd level, you can cast dust devil(XGtE) with it, and starting at 5th level you can cast wall of sand(XGtE) with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Intelligence is your spellcasting ability for these spells.
Dust to Dust. You can accelerate the decay of those around you as a bonus action. When you do so, you can spend any number of Hit Dice, up to a maximum equal to your proficiency bonus, and roll them. You and all creatures within 10 feet of you take necrotic damage equal to the total rolled. Other creatures can halve the damage with a successful Constitution save (with a DC equal to that of your racial spellcasting). You gain temporary hit points equal to the total damage dealt to other creatures this way. Once you’ve accelerated decay this way, you can’t do so again until you’ve taken a short rest.
Graveyard of Empires. You are proficient in History, are resistant to necrotic damage, and do not need to breathe.
*Weight of ages functions as per chill touch, except that constructs and objects are vulnerable to the spell’s damage, rather than it impeding the attacks of undead.

Salt Genasi (Negative-Water)
Ability Score Increase. Your Charisma score increases by 2, and your Constitution or Wisdom score increases by 1.
Blessing of the Parched Flats. You know the desiccating ray* cantrip, and can cast the absorb elements(XGtE) spell with this trait. Starting at 3rd level, you can cast create or destroy water as a 2nd level spell with it (though you can only ever create saltwater), and starting at 5th level you can cast vampiric touch with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Charisma is your spellcasting ability for these spells.
Bottomless Thirst. You are resistant to acid damage. You can breathe both air and water, and drink saltwater without ill effect.
Exploratory Craving. You are proficient in Nature. When attempting a Nature check to identify or learn about an aquatic environment (such as a marsh, ocean, etc.) or an aquatic or amphibious creature, you gain advantage on that roll. Alternatively, you can choose for your Nature check to be treated as though you had rolled a natural 20. If you do so, you are considered charmed by the subject of your Nature check (even if it is an environment or terrain feature) for 48 hours.
Salt in the Wound. Whenever you inflict the blinded, deafened, frightened, incapacitated, paralysed, petrified, poisoned, stunned or unconscious condition on another creature, they take 1d2 acid damage and 1d2 necrotic damage.
*Desiccating ray functions as per chill touch, except that plants - both creatures and objects - are vulnerable to the spell’s damage, rather than it impeding the attacks of undead.

Vacuum Genasi (Negative-Air)
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity or Charisma score increases by 1.
Blessing of the Infinite Nil. You know the ray of frost cantrip, and can cast the unseen servant spell with this trait. Starting at 3rd level, you can cast silence with it, and starting at 5th level you can cast dispel magic with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Constitution is your spellcasting ability for these spells.
Perfect Quiet. You are proficient in Stealth.
Voidsoul. You are resistant to psychic and thunder damage, and do not need to breathe.

Vital Genasi (Positive)
Ability Score Increase. Your Strength, Constitution and Charisma each increase by 1.
Blessing of the Eververnal. You know the spare the dying cantrip, and can cast the entangle spell with this trait. Starting at 3rd level, you can cast aid with it, and starting at 5th level you can cast haste with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Charisma is your spellcasting ability for these spells.
Boundless Energy. You are resistant to radiant damage, have advantage on saving throws against exhaustion, and have advantage when spending Hit Dice to heal.
Hyperactivity. You are proficient in Acrobatics, and can make an Acrobatics check when you would normally be called upon to make an Athletics check. Your base walking speed is 35 feet.
Well of Life. As an action, you can spend any number of Hit Dice, up to a maximum of your proficiency bonus, roll them, and heal a creature you can touch for an amount equal to the total rolled, plus your Charisma modifier. Once you’ve used this trait, you can’t do so again until you finish a short or long rest.

Torpid Genasi (Negative)
Ability Score Increase. Your Strength, Dexterity and Intelligence each increase by 1.
Blessing of Perfected Entropy. You know the toll the dead(XGtE) cantrip, and can cast the inflict wounds spell with this trait. Starting at 3rd level, you can cast shadow blade(XGtE) with it, and starting at 5th level you can cast hunger of Hadar with it. You can cast these spells without material components, but once you have cast them, you can't do so again until you take a long rest. Intelligence is your spellcasting ability for these spells.
Despair Follows Death. Undead you use as mounts become as intelligent as a living horse and are capable of being trained. You may attune to an undead mount as if it were a magic item. If you do so, it now uses your proficiency bonus instead of its own, and adds its new proficiency bonus to its AC and damage rolls. It also gains proficiency in all saving throws. At 4th level, and every other level thereafter, your attuned undead mount gains an additional hit die, and gains hit points accordingly. Whenever you gain the Ability Score Increase class feature, so does your attuned mount. As an action, you can temporarily dismiss your attuned mount. It disappears into a pocket dimension where it awaits your summons. As an action while your attuned mount is so dismissed, you can cause it to reappear in any unoccupied space within 10 feet of you.
Eternity Is A Lie. You are proficient in Deception. Creatures within 5 feet of you have disadvantage on death saving throws.
I Am Not. You are resistant to necrotic damage, and immune to having your hit point maximum reduced by sources other than yourself. Undead have disadvantage on Perception checks made against you.

As no small number of people have been, I found the balance between the four genasi subraces in the Elemental Evil Player's Guide... iffy. And thus, as I once did for 3.5e, I decided to do a race revision for them. And from there... it kind of grew. Whilst I feel the balance on this is pretty good, there's a few weirder features (e.g. the ice genasi's Glacial Patience and torpid genasi's Despair Follows Death) I am concerned about from a balance perspective.