Genasi (Wildemount)
GENAS!
Genasi are exceedingly rare on Exandria, as befits their
unique origins. Most live among the elementally attuned
Ashari tribes of Tal'Dorei or on the Elemental Planes.
However, there are no major rifts to the Elemental
Planes in Wildemount, and thus no Ashari to safeguard
them. The few genasi who dwell on this continent are
often created as the result of a powerful elemental in-
fluence at the moment of their birth. A baby born within
the eye of a hurricane might become an air genasi,
while a fire genasi might be born in the midst of a raging
forest fire.
Some genasi are more attuned to their native element
than others. A genasi with a powerful connection to el-
emental fire might have their head covered by crackling
flames rather than hair. A genasi with a connection to
elemental water might have blue-tinged skin and appear
to sweat profusely at all times.
GENASI IN THE
DwENDALIAN EMPIRE
Genasi are so visually distinctive and uncommon that
they are treated with equal amounts of surprise and
wonder in all the nations of Wildemount. The authoritar-
ian regime of the Dwendalian Empire reacts the most
harshly to the unique power of genasi, and the Cerberus
Assembly takes the greatest interest in them. Genasi
are often press-ganged into joining the assembly under
threat of death or exile, and most accept the offer. Those
who refuse-and who survive-often take refuge in the
empire's criminal underworld, with many finding accep-
tance in the Myriad crime syndicate.
GENASI ON THE MENAGERIE C OAST
Even the cosmopolitan people of the Clovis Concord
react to the sight of a genasi with wonder. Sailors and
pirates alike take special interest in genasi, for the
power to harness the elements is a gift from the gods on
the open sea.
GENASI IN XHORHAS
Powerful storms wrack the flat plains of Xhorhas, and
many who live beyond the walls of the Kryn Dynasty's
cities pray to Kord the Storm Lord to win blessings and
protection from his wrath. Air, fire, and water genasi are
often born under Kord's auspices, and many become
shamans serving the folk of Xhorhas. Few earth genasi
roam the wastes, though some are said to dwell within
the Vermaloc Wildwood.
The Kryn know little about the genasi and are eager to
rectify that. Their scouts have orders to bring back any
genasi they encounter to Rosohna.
GENAS! NAMES
Genasi use the naming conventions of the people among
whom they were raised. They might later assume dis-
tinctive names to capture their heritage, such as Flame,
Ember, Wave, or Onyx.
GENASI TRAITS
A genasi character has the following racial traits.
Ability Score Increase. Your Constitution score in-
creases by 2.
Age. Genasi mature at about the same rate as humans
and reach adulthood in their late teens. They live some-
what longer than humans do, up to 120 years.
Alignment. Independent and self-reliant, genasi tend
toward a neutral alignment.
Size. Genasi are as varied as their mortal parents but
are generally built like humans. Your size is Medium.
Here's how to determine your height and weight ran-
domly, starting with rolling a size modifier:
Size modifier = 2dl0
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 110 + (2d4 x your size modifier)
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common
and Primordial. Primordial is a guttural language, filled
with harsh syllables and hard consonants.
Subraces. There are four major subraces of genasi:
air genasi, earth genasi, fire genasi, and water genasi.
Choose one of these subraces.
AIR GENAS!
As an air genasi, you are descended from the djinn. As
changeable as the weather, your moods shift from calm
to wild and violent with little warning, but these storms
rarely last long.
Air genasi typically have light blue skin, hair, and
eyes. A faint but constant breeze accompanies them,
tousling the hair and stirring the clothing. Some air ge-
nasi speak with breathy voices, marked by a faint echo.
A few display odd patterns in their flesh.
Ability Score Increase. Your Dexterity score in-
creases by 1.
Unending Breath. You can hold your breath indefi-
nitely while you're not incapacitated.
Mingle with the Wind. You can cast the levitate spell
once with this trait, requiring no material components,
and you regain the ability to cast it this way when you
finish a long rest. Constitution is your spellcasting abil-
ity for this spell.
EARTH GENASI
As an earth genasi, you are descended from the cruel
and greedy dao, though you aren't necessarily evil. You
have inherited some measure of control over earth, rev-
eling in superior strength and solid power. You tend to
avoid rash decisions, pausing long enough to consider
your options before taking action.
Elemental earth manifests differently from one indi-
vidual to the next. Some earth genasi always have bits of
dust falling from their bodies and mud clinging to their
clothes, never getting clean no matter how often they
bathe. Others are as shiny and polished as gemstones,
with skin tones of deep brown or black, eyes sparkling
like agates. Earth genasi can also have smooth metallic
flesh, dull iron skin spotted with rust, a pebbled and
rough hide, or even a coating of tiny embedded crystals.
Ability Score Increase. Your Strength score in-
creases by 1.
Earth Walk. You can move across difficult terrain
made of earth and stone without expending ex-
tra movement.
Pass without Trace. You can cast the pass without
trace spell once with this trait, requiring no material
components, and you regain the ability to cast it this way
when you finish a long rest. Constitution is your spell-
casting ability for this spell.
FIRE GENAS!
As a fire genasi, you have inherited the volatile mood
and keen mind of the efreet. You tend toward impatience
and making snap judgments. Rather than hide your dis-
tinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning
inside, an impression reinforced by flaming red, coal-
black, or ash-gray skin tones. The more human-looking
have fiery red hair that writhes under extreme emotion,
while more exotic specimens spot actual flames dancing
on their heads. Fire genasi voices sound like crackling
flames, and their eyes flare when angered. Some are ac-
companied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score in-
creases by 1.
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. Your ties to the Elemental Plane of Fire make
your darkvision unusual: everything you see in darkness
is a shade of red.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame
cantrip. When you reach 3rd level, you can cast burning
hands as a 1st-level spell once with this trait, and you
regain the ability to cast it this way when you finish a
long rest. Constitution is your spellcasting ability for
these spells.
WATER GENAS!
The lapping of waves, the spray of sea foam on the wind,
the ocean depths-these things call to your heart as a
descendant of the turbulent marids. You wander freely
and take pride in your independence, though others
might consider you selfish.
Most water genasi look as if they just finished bathing,
with beads of moisture collecting on their skin and hair.
They smell of fresh rain and clean water. Blue or green
skin is common, and most have somewhat overlarge
eyes, blue-black in color. A water genasi's hair might
float freely, swaying and waving as if underwater. Some
have voices with undertones reminiscent of whale song
or trickling streams.
Ability Score Increase. Your Wisdom score in-
creases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip
(see below). When you reach 3rd level, you can cast cre-
ate or destroy water as a 2nd-level spell once with this
trait, and you regain the ability to cast it this way when
you finish a long rest. Constitution is your spellcasting
ability for these spells.
SHAPE WATER
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within
range and that fits within a 5-foot cube. You manipulate
it in one of the following ways:
You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any di-
rection. This movement doesn't have enough force to
cause damage.
You cause the water to form into simple shapes
and animate at your discretion. This change lasts
for 1 hour.
You change the water's color or opacity. The water
must be changed in the same way throughout. This
change lasts for 1 hour.
You freeze the water, provided that there are no crea-
tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.
Remove these ads. Join the Worldbuilders Guild
Comments