Veyrsrhian Genasi (Lightning, Ash, Snow, Mist, Lava, Obsidian, Sand, Ice) | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Veyrsrhian Genasi (Lightning, Ash, Snow, Mist, Lava, Obsidian, Sand, Ice)

Ability Score Increase Based on subrace
Size Medium
Speed Based on material plane heritage

“There are some who would say that the genasi are the trueborn children of Veyrsrhea, royals of a sort blessed by the world itself. I dunno about pledging any allegiance to a man or woman just because their hair is on fire, or that I’d want one for a child exactly, but it’s damn right useful to have a cousin who can keep you warm in the winter just by laughing with ya, or a friendly neighbor who can help keep the crops watered in a drought.” - Weynaf Hafter III, human alderman in Wes Travania   Veyrsrhea’s countless elemental leylines criss cross around the world, naturally giving rise to a bountiful birthrate of genasi. Orlaenti scholars speculate that 1 out of every 100 natural births are genasi, making them a relatively common sight throughout the world regardless of tribe or kin. In fact the first inclination a small village may have that a wild latline has appeared or a stable one has shifted is the sudden unexpected birth of a genasi. As the elemental touched children of Veyrsrhea aren’t exceedingly rare, their mere presence isn’t usually enough to elect surprise or superstition from common folk. More likely, any surprise at a genasi is usually in regards to an elemental origin uncommon to the region, such as a water genasi in a fire octant. Occasionally a newborn genasi may give rise to rumors of infidelity, but rarely is elemental heritage held against the child itself, at least in civilized society. Depending on cultural or religious beliefs, the birth of a genasi may even be heralded as a sign of fortune to be celebrated by the entire community, and it's possible the child could have heavy expectations placed on its tiny shoulders before it can even walk.   Notably, when a genasi attunes to a latline they share an element with, their unique features temporary flare, or they may develop new characteristics they lacked previously. The latter effect is particularly noted in convergent genasi when attuning to a latline of their non dominant element, such as an Ash genasi attuning to a fire/earth leyline and their hair suddenly alighting or their skin taking on a reddish hue.

~Genasi Traits~

  Racial Heritage: Pick a race that represents your material plane heritage, either your parents' race or their lineage going back to pre-genasi generations. Your heritage heavily influences your features and form, and you count as both a genasi and your racial heritage for the purposes of magical effects (but not any potential racial heritage's subraces; your genasi aspect overrides any such distinctions).   Languages: You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.   Ability Score Increase: Constitution +2 [Variant Rule: Replace Constitution bonus with primary score increase of racial heritage. Subrace ability score increase changes to Constitution +1]   Age: Genasi mature at about the same rate as their racial heritage. They live somewhat longer than average however, up to 20 additional years.   Alignment: Independent and self-reliant due to their natural gifts, genasi tend toward a neutral alignment.   Size/Speed: Same as your racial heritage.   Shared trait: Semi-elemental physiology. Resistance against poison damage.  

~Subraces~

  Note: These 4 additional subraces, known as convergent genasi, are in addition to the basic 4 subraces; Ifrit (fire), Undine (water), Sylph (air), & Oread (earth). Each of these new subraces are composed of the blending of two of the primary elements, and in addition to a trait that each new subrace has access to, they each also pick their dominant element which provides additional trait(s) as well as influencing their aesthetic form. Convergent genasi are typically referred to by their elemental dominance combination as opposed to their subtype, lightning genasi vs enneddi, in the same manner that singular elemental genasi are usually referred to by their element vs their subtype, water genasi vs Undine.  

--Enneddi (F/A)--

  Enneddi, or those touched by both the elementals of fire and air, are sometimes mistaken for fey touched or sylvan at first glance due to their otherworldly glows and their inherent abilities lending well to pranks. Shrewd enneddi may play this up to their advantage, and the youngest are known to be mischievous indeed. Taken to the extreme, gnomish enneddi children are known to be the bane of humorless adults for miles around.   In addition to the aesthetics associated with Ifrit or Sylph depending on their dominant element, enneddi also typically display unique characteristics. Static electricity may flash randomly in a lightning genasi’s hair, especially in areas with strong salty air. Their irises may ever so softly glow in dim or dark lighting, and their bodies may have a sharp, clean ozone smell. An ash genasi may emit embers or sparks when struck as their skin flakes and cuts, and smell of freshly smothered campfires. They are known for their graceful movement and smoldering eyes.   Shared trait: Luminosity. An Enneddi can as a free action create or drop a glowing outline around their body that proves 5ft of light centered on them, and a further 5ft of dim light in a radius around them. The color of their light should be chosen during character creation.   Lightning (Fire Dominant) Ability Score Increase: Dexterity +1   Trait: Static Shock. As an action with a touch of your hands you can jolt someone awake from the deepest of non-magical sleeps. When you reach 3rd level, you can cast Shocking Grasp as a 2nd level spell once with this trait when struck by a melee attack or upon an unwelcomed touch immediately as a reaction, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.   Ash (Air Dominant) Ability Score Increase: Wisdom +1   Trait: Heat Rises. Your steps are light as a feather, and you have advantage on stealth checks that rely solely on your footwork. Your body weighs half as much as it normally does and your falling damage is reduced by half while you’re not incapacitated. You have advantage on athletic checks to long and high jump.  

--Borean (W/A)--

  Borean genasi are born of the mixture of water and air elemental energy. They are generally viewed as the most useful of the convergent genasi in most communities for their ability to summon short but useful showers, which can and has on occasion meant the difference between life and death. While they may be revered for their ability to summon water from a cloudless sky, they are equally given a wide berth for their abilities to create localized weather to discomfort or unnerve. This combination of reverence and caution has led to many boreans earning positions of hedge magi in more rural communities, mysterious beings to be braved for their aid but always just on the edge of the social order.   In addition to the aesthetics associated with Undine or Sylph depending on their dominant element, boreans also typically display unique characteristics. Snow genasi are on rare occasions mistaken for newly risen undead due to the usual lack of visible breath, their often pale complexions, and their ability to lower temperatures around them. Many of these genasi develop an unconscious habit of taking deep and obvious breaths when meeting new people which can cause them to read as nervous, even suspicious at times. Mist genasi sometimes have swirls of mist in their wake, or natural fog may cling to their skin adding an additional air of mystique to them. Often when a mist genasi sweats the beads will humidify into a faint misty vapor, like heat rising off of a dark surface.   Note: Mist genasi are known for their exceptional eyesight in fog or mist, which in turn has earned them a reputation for exceptional eyesight in general. Exaggerated tales of mist genasi archers decimating enemies are common in barracks across many militaries, and the discipline of more than one superstitious infantry formation has been shaken by the sight of perfectly natural early morning fog on the battlefield.   Shared trait: Sudden Showers. You can use the rain option of the Create or Destroy Water spell a number of times equal to your Constitution modifier with this trait (minimum 1), and you regain your total uses when you finish a long rest.   Snow (Water Dominant) Ability Score Increase: Charisma +1   Trait: Frost Presence. You gain the Frostbite cantrip. As a bonus action you can lower the temperature in the air around you up to 30 feet away by enough to cause discomfort but not damage. Your internal body temperature is lowered as well, and your breath is not visible when you lower the air temperature.   Trait: Snowborn. You do not leave footprints in the snow, and are able to move at your normal speed through it. You have advantage on stealth checks made in snow.   Mist (Air Dominant) Ability Score Increase: Dexterity +1   Trait: Mistling. You can see 4 times as far in fog-like conditions as normal, and do not suffer disadvantages on sight based perception rolls from fog-like conditions. When you reach 3rd level, you can cast Fog Cloud as a second level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.  

--Salameid (F/E)--

  Salameid genasi, born of fire and earth, are some of the most visually striking of the convergent genasi. Their mere presence can demand attention from the heat of proximity to the unique fractal, marbled, or glazed patterns on their skin. Even the smallest of these genasi can surprise others with their strength, and underestimating a Salameid is a dangerous gamble. Some would suggest that their earthen heritage ground the more extreme flameborn passions, but woe be to any who give them a reason to explosively vent.   In addition to the aesthetics associated with Ifrit or Oread depending on their dominant element, Salameid also typically display unique characteristics. Lava genasi sometimes have glowing veins, which will flare brightly when they use their blazing presence. Rarely a lava genasi will be born with silver hair or silver skin that when slashed or pierced will pulse orange until the wounds heal. Obsidian genasi, beyond the obvious fire in their eyes, are usually distinguished by protrusions across their bodies that can take the form of either rock, ore, or gem like ridges or spikes. These sharp edges can be chipped, worn, or broken over time, but will slowly grow back to maintain a minimal size.   Shared trait: Volcanic Strength. Treat your strength score as times 1 ½ for the purposes of carrying capacity.   Lava (Fire Dominant) Ability Score Increase: Intelligence +1   Trait: Blazing Presence. As a bonus action you can raise the temperature in the air around you up to 30 feet away by enough to cause discomfort but not damage. As an action, you can dramatically increase the temperature immediately around you, forcing others within 5ft or attempting to move next to you to make a Constitution save equal to 10 + your Con Mod + half your level. If they fail they must immediately move at least 5ft away from you, and are unable to move next to you this turn. You can maintain this effect with concentration for a number of rounds equal to your Con Mod per long rest. Creatures with fire resistance have advantage on their saving throw; creatures with immunity to fire automatically succeed.   Obsidian (Earth Dominant) Ability Score Increase: Charisma +1   Trait: Fire Eyes. Others can feel the heat of your hard stare within 30 feet. At will your eyes can glow softly with flame like light dancing behind your irises, and you treat dim light as bright light.   Trait: Sharp edges. When making an unarmed attack you can choose to inflict slashing damage instead of bludgeoning damage.  

--Nerethi (W/E)--

  Genasi formed where the water meets the earth, Nerethi are commonly perceived as the most pleasant of convergent genasi to be around. Something about their unique heritage lends itself to usually more easy going or agreeable dispositions. Their ability to foretell the weather and encourage plant life also makes them valuable friends to have around, second only to the Borean genasi. Adding to their general air of pleasantness, many Nerethi tend to give off a fresh petrichor scent about them.   In addition to the aesthetics associated with Undine or Oread depending on their dominant element, Nerethi also typically display unique characteristics. Sand genasi will sometimes have naturally raspy voices and laughs like rattling grain. Rarely, they are known for their glass like tears that are actually more like salt beads suspended in thick tear drops. This has led to myths that they can’t cry at all, or to do so is extremely painful and so they train themselves to never express sorrow. Ice genasi tend to be perpetually cold to the touch, although warmer to their loved ones. Their hair is usually stiff and unmoving in all but the strongest winds, requiring effort to comb or style. Frost is known to build up on their skin and occasionally their equipment as well, only to be sent flying from blunt force attacks.   Shared trait: Nurturing Soul. You know the cantrip Druidcraft, but only to use the first two effects.   Sand (W) Ability Score Increase: Wisdom +1   Trait: Flow like water, sting like sand. You have advantage on dexterity checks to maintain your balance and to avoid being knocked prone. You gain the Magic Stone cantrip. When you reach 3rd level, you can cast Create or Destroy Water, only to destroy water, as a second level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.   Ice (E) Ability Score Increase: Strength +1   Trait: Glacial Might. You have advantage on strength checks to prevent being moved against your will. When you reach 3rd level, you can cast Ice Knife as a second level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.   Trait: Frost Resistance. You have resistance to Cold Damage.


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