Princes of the Apocalypse
Genasi are a race of mortals touched by the power of the Elemental Planes. Usually, this comes about due to a coupling between a mortal and a genie, but there are also stories of mortals spontaneously becoming a genasi upon being exposed to strange phenomena, or of an elemental node slowly influencing the bloodlines of nearby populations.
Whatever the cause, genasi retain little from their mortal heritage beyond mere traces of it in their physical appearance; a genasi with elven heritage may have pointed ears, but it won’t have better hearing, for example. Instead, the inborn traits of a genasi depend entirely on which of the four Elemental Planes it can trace its origins to, each one generating distinctly unique subraces which the untrained might mistake for being entirely different creatures from each other altogether.
Genasi are exceedingly rare; a single genasi might go its entire life without seeing another of its race, let alone its specific elemental variety. As such, they tend to adopt the culture of whatever race they are raised among, though they seem to learn Primordial even in the absence of a tutor. Later in life, they may take on names that suit their heritage, such as Zephyr, Onyx, River, or Ember.
Regardless of your element, all genasi share these traits.
Ability Score Increase. Your Constitution score increases by 2.
Age. Genasi mature at about the same rate as humans, and reach adulthood in their late teens. They live somewhat longer than humans do, up to about 120 years.
Alignment. Independent and self-reliant, genasi tend toward neutrality.
Size. Genasi are as varied as their mortal parents, but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. 30 feet.
Languages. You can speak, read, and write both Common and Primordial. Promordial is a guttural language with harsh syllables and hard consonants. Each genasi speaks the language in a different dialect – Auran, Terran, Aquan, or Ignan. Speakers of different dialects can still largely understand each other, but your origin is immediately apparent to any other speaker of Primordial, and vice versa.
Subraces. When creating a genasi character you must choose a subrace: Air, Earth, Fire, or Water.
You are descended from the djinn. As changeable as the weather, your moods shift from calm to wild unpredictably, but these storms rarely last for long. Typically, the skin, hair, and eyes of an air genasi are shades of light blue, and a breeze always seems to follow them, rustling their hair or clothing.
Ability Score Increase. Your Dexterity score increases by 1.
Unending Breath. You can hold your breath indefinitely, but not while you are incapacitated.
Elemental Magic. You can cast levitate once per long rest, requiring no material components. Constitution is your spellcasting ability for this spell.
You are descended from the dao. Not prone to fits of temper, you often avoid rash decisions, pausing to consider your options before deciding your course. Earth genasi vary in appearance more widely than air genasi—some have grey skin coated in dust, and never seem to be clean no matter how often they bathe. Others are shiny and polished as gems, or are coarse like rusted iron. The most arresting have crystals growing from their bodies, or fissures in their flesh from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Earth Walk. You do not expend extra movement for walking across difficult terrain made of sand, earth, or stone.
Elemental Magic. You can cast pass without trace once per long rest, requiring no material components. Constitution is your spellcasting ability for this spell.
You are descended from the efreet. You likely share their volatile nature and impatience, but you are also the least self-conscious of your genasi kin, more often exulting in your exotic appearance than hiding it. Fire genasi are nearly all feverishly hot to the touch, with flaming red skin (or sometimes ashen grey or coal-black). The most human-looking fire genasi have red or orange hair that billows and writhes when they’re angered, while others have actual flames dancing on their heads. Still others naturally exude a faint smell of brimstone, or have eyes that may glow softly on occasion.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision 60’. Within the listed range, you treat conditions of dim light as if they were fully lit, while areas of total darkness appear dimly lit to you. Your ties to the Elemental Plane of Fire make your darkvision unusual: areas of total darkness appear to be cast in shades of red.
Fire Resistance. You have resistance to fire damage.
Elemental Magic. You know the produce flame cantrip. When you reach 3rd level, you can also cast burning hands once per long rest, but only as a 1st-level spell. Constitution is your spellcasting ability for these spells.
You are descended from the marid. You likely have inherited the wandering nature of water itself, prone to travel where you wish, taking pride in your independence, even if some view it as selfishness. Water genasi usually have distinct aquatic features to their anatomy, like gills, fins, or webbed digits. Their skin is commonly green or blue, and almost always wet to the touch, as if they’d just emerged from water. Their hair usually matches their skin, and sometimes it waves and undulates around their heads as if suspended underwater.
Ability Score Increase. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe in both air and water.
Swim. You have a base swim speed of 30 feet.
Elemental Magic. You know the shape water cantrip. When you reach 3rd level, you can cast create or destroy water once per long rest, but only as a 2nd-level spell. Constitution is your spellcasting ability for these spells.