Genasi

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A 4e Watersoul Genasi. Depsite what the growth on the head looks like, this is not an Asari.

Genasi are one of the three "core" Planetouched races of Dungeons & Dragons, alongside their cousins the Aasimar and the Tiefling. Descendants of rare unions between mortals and the elemental races, they possess a natural array of elemental abilities and affinities based on that ancestry.

Like all planetouched, at least in theory, genasi are extremely mutable; even two genasi from the same species of ancestor might look wildly different. For example, one water genasi might be covered in fish-scales and have webbed hands, a second might look like a humanoid frog, and a third might be a normal human with blue hair. However, genasi are the black sheep of the planetouched trio; unlike both aasimar and tieflings, they never got a table of randomized traits or optional powers - in a fit of irony, not only are elementals regarded by many as one of the blander "outsider" races, but even their planetouched seem to be regarded in the same light.

As with the other planetouched, whilst technically any mating of humanoid and elemental can result in a genasi in theory, in practice it's the human-descended who get all the limelight. Save for in 3rd edition where earth genasi were explicitly noted to come from non-human stock. Dwarves and Gnomes to be precise, which only becomes more hilarious the more you think about it. ("When a dwarf loves his mine very, very much..." Bram Rockfucker, etc.) 3e even introduced two demihuman genasi strains in Dragon Magazine #350; the Azerblood and D'hin'ni, genasi of dwarf/azer and halfling/djinn ancestry.

In AD&D[edit]

Genasi were first introduced as a PC race in the Planescape sourcebook "The Planewalker's Handbook", alongside their Aasimar cousins. Mechanically, each of the four Genasi breeds was its own distinct race. Though all genasi do suffer a -2 reaction roll penalty from other races, a trait born of their rarity and their being huge douchebags.

Air Genasi are often children of djinn or sylphs. Common planar mutations include light blue skin and/or hair, being constantly surrounded by a light breeze, naturally cool flesh, and a distinctive breathy voice with strange, foreign inflections giving it a distinct accent. They are noted to be the most arrogant and pretentious of the genasi breeds.

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 9/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: +1 Dexterity, +1 Intelligence, -1 Wisdom, -1 Charisma
Class & Level Limits: Fighter 10, Wizard 15, Cleric 15
Multiclass Options: Fighter/Cleric, Fighter/Wizard
Air Loyalty: A specialist air genasi wizard can only be an Air Elementalist, and a specialist air genasi cleric can only serve a deity connected to elemental air or the sky.
Can Levitate as per a 5th level Wizard 1/day.
+1 bonus to all saves vs. air-based magic and spells, which increases by +1 at every 5th experience level.
Alignment Restriction: Any Non-Lawful.

Earth Genasi are typically born to the slaves of the dao, and whilst they're as elitist as any genasi, they're less obvious about their conceit. Common planar mutations include brown and leathery (almost stone-like) skin, a metallic sheen to skin or hair, blocky features, a thick torso and/or limbs, brown/black/gray hair, rough or even gritty hair, black eyes like deep pits, and deep, slow speech that reminds a listener of rumbling earth. They are noted to be fairly close in mindset to dwarves, which probably led to their 3e "earth genasi sometimes come from dwarven stock" fluff-tweak.

Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 9/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: +1 Strength, +1 Constitution, -1 Wisdom, -1 Charisma
Class & Level Limits: Fighter 15, Paladin 15 (DM's option), Wizard 15, Cleric 13
Earth Loyalty: A specialist earth genasi wizard can only be an Earth Elementalist, and a specialist earth genasi cleric must serve a deity connected to the earth or the forge.
Can Pass Without Trace as per a 5th level priest 1/day.
+1 bonus to all saves vs. earth-based magic and spells, which increases by +1 at every 5th experience level.
Alignment Restriction: Any Non-Chaotic

Fire Genasi are typically born to fiery creatures such as efreeti, azers or salamanders. Hot-tempered, full of energy, high strung and quick to action, they have perhaps the worst reputation of their kind, with many presuming these arrogant planetouched are innately evil. Common mutations include deep red or coal black skin, deep red hair that moves on its own and resembles waving flames, a voice that crackles like a burning fire, naturally hot flesh, and fiery red eyes that glow in the dark.

Ability Score Minimum/Maximum: Strength 2/18, Dexterity 5/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: +1 Intelligence, -1 Charisma
Class & Level Limits: Fighter 14, Wizard 16
Multiclass Option: Fighter/Mage
Fire Loyalty: A specialist fire genasi wizard can only be a Fire Elementalist.
Immune to non-magical fire.
Can cast Affect Normal Fires as per a 5th level Wizard 1/day.
Infravision 60 feet
+1 bonus to all saves vs. fire-based magic and spells, which increases by +1 at every 5th experience level.

Water Genasi are tied to watery spirits, such as nereids, sirines or marid. They are the most individualistic of all the genasi races, and prone to strong wanderlust. Mutations include blue-green skin and/or hair, blue-black eyes, a light and very thin layer of scales covering the body, hair that waves and sways as if underwater, cold and clammy flesh, and a muffled voice that resembles underwater sounds such as the echoing songs of whales.

Ability Score Minimum/Maximum: Strength 5/18, Dexterity 5/18, Constitution 5/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: +1 Constitution, -1 Charisma
Class & Level Limits: Fighter 12, Wizard 15, Cleric 14, Thief 15, Bard 12
Multiclass Options: Fighter/Priest, Fighter/Thief
Thieving Skill Adjustments: +5% Move Silently, +10% Hide in Shadows
Water Loyalty: A specialist water genasi wizard can only be a Water Elementalist, and a specialist water genasi cleric must serve a deity connected to water in some fashion, such as a sea god.
Can breathe water and air.
Swim at Movement Rate 15.
Can Create Water as per a 5th level caster 1/day.
+1 bonus to all saves vs. water-based magic and spells, which increases by +1 at every 5th experience level.

In 3e[edit]

Genasi faded into obscurity in 3rd edition. Whereas the aasimar and tiefling were right there in the Monster Manual, 3e Genasi didn't appear until the Forgotten Realms got their 3e update, appearing in both Monsters of Faerun and the Forgotten Realms Campaign Setting. The subsequent Races of Faerun would expand upon their history in Faerun, whilst Dragon Magazine #293 would reprint their statblocks and provide more generic fluff, for incorporating them into other settings, as well as a couple of racial feats that bumped them up.

It was a weird decision, and it definitely didn't help them get wider recognition, but it also made sense; with Planescape shelved, the genie-ruled history of Calimshan made Faerun one of the worlds most likely to have genasi running around on it.

Statistically they were suprisingly faithful to their AD&D counterparts, given the changes in mechanics. Their fluff was also pretty well-preserved, at least in Dragon.

Air Genasi are fast, free-willed, and infamously arrogant, which is not helped by their distant ties to the djinn nobility of Calimshan on Faerun. Mutations now include light blue or pale white coloration for skin and/or hair, a perpetual slight breeze in their presence, cool flesh, a voice that can be heard no matter how the wind rages, and producing a sound of whistling wind whenever they move.

+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Air spells and effects, which increases by +1 for every 5 class levels.
Levitate (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: An air genasi Cleric must choose a patron god who grants access to the Air elemental Cleric Domain and must choose that Domain as one of their two Domains.
Breathless (Ex): An air genasi is immune to drowning, suffocation, and any attack that requires inhalation.
Favored Class: Fighter
Level Adjustment: +1

Earth Genasi are patient, stubborn and contemplative. Commom mutations include earthlike textures to the skin, rough facial features, eyes like black pits or gems, a gravelly voice, oversized hands and feet, iron-gray hair, a metallic sheen to hair and/or skin, and sweating mud instead of water. For those with a taste in exotic and/or powerful women, it's noted in Dragon that earth genasi tend to be the dominant parties in their relationships.

+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Earth spells and effects, which increases by +1 for every 5 class levels.
Pass Without Trace (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: An earth genasi Cleric must choose a patron god who grants access to the Earth elemental Cleric Domain and must choose that Domain as one of their two Domains.
Favored Class: Fighter
Level Adjustment: +1

Fire Genasi are hotblooded, mercurial, proud and fearless. Common mutations include skin in charcoal gray or deep red shades, red or orange hair that waves like flames, unusually warm skin, a scent of smoke, and large red-colored teeth.

+2 Intelligence, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Fire spells and effects, which increases by +1 for every 5 class levels.
Control Flame (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: A fire genasi Cleric must choose a patron god who grants access to the Fire elemental Cleric Domain and must choose that Domain as one of their two Domains.
Favored Class: Fighter
Level Adjustment: +1

Water Genasi are both patient and independent, afraid of neither solving problems on their own nor of taking the time to ensure the solution works. Like the water that their spirits are attuned to, they can swing between ferocity and destructive impulses and a tranquil state of mind. Common mutations include lightly scaled skin, flesh that is clammy to the touch, blue-green skin and/or hair, hair that moves as if underwater, blue-black eyes, and a muffled voice that always sounds like it's coming from underwater. Loving water themselves, they think aquaphobic races are absolutely hilarious; dwarves are a favorite target to joke about or pull pranks on.

+2 Constitution, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet, Swim speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Water spells and effects, which increases by +1 for every 5 class levels.
Create Water (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: A water genasi Cleric must choose a patron god who grants access to the Water elemental Cleric Domain and must choose that Domain as one of their two Domains.
Amphibious (Ex): A water genasi can breathe both water and air.
Favored Class: Fighter
Level Adjustment: +1

Paraelemental Genasi[edit]

Third edition was the first time that stats for non-"Core Elemental" Genasi reared their heads, with Dust, Ice, Magma, Ooze, Smoke and Steam Genasi appearing in Dragon Magazine #297. Because this article came out before paraelementals were a thing, paraelemental genasi were stated to be a rare result of crossbreeding between either two lineages of genasi, or else what happens when a genasi or half-elemental of one element does the dirty with an elemental from another.

Dust Para-Genasi are typically morbid and sarcastic, almost always dressing in black and with a penchant to treat funeral wear as casual garb. Pale and gaunt, with hollow cheeks and dark eyes, more drastic displays of elemental affinity include perpetually dry skin and being constantly enveloped in a cloud of dust.

+4 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Dust spells and effects, which increases by +1 for every 5 class levels.
Dust Cloud (Su): Once per day, a dust genasi can create a 20ft radius cloud of dust centered on itself, which lasts for 5 minutes. This cloud grants 1/4 Concealment (10% miss chance) to any creature within the cloud that is more than 5 feet away from another creature within the cloud. Any creature other than the dust genasi that is within the cloud must pass a Fortitude save (DC 10 + 1/2 level + Charisma modifier) or begin coughing until it leaves the cloud. A coughing creature suffers a -2 penalty to attacks and skill checks.
Clerical Focus: A dust genasi Cleric must choose a patron god who grants access to either of the Air or Earth elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains.
Breathless (Ex): A dust genasi is immune to drowning, suffocation, and any attack that requires inhalation.
Favored Class: Rogue
Level Adjustment: +1

Ice Para-Genasi are cold-hearted, logical and emotionless by inclination. They resemble their human progenitors, but with paler skin and sharper, more chiseled features than their ancestry would consider normal. Mutations include breath that frosts in even the hottest weather and frost-caked hair.

+4 Constituition, +2 Wisdom, -2 Dexterity, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Cold spells and effects, which increases by +1 for every 5 class levels.
Chill Metal (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: An ice genasi Cleric must choose a patron god who grants access to either of the Air or Water elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains.
Favored Class: Fighter
Level Adjustment: +1

Magma Para-Genasi combine traits from earth and fire genasi. They tend to be short and stocky in build, sometimes to the extent of being mistakable for dwarves at a casual glance. Typically dark skinned, which may give off a reddish glow, other mutations are similar to those of earth or fire genasi, such as unusually hot skin or hair that ripples like flames.

+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Firespells and effects, which increases by +1 for every 5 class levels.
Heat Metal (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: A magma genasi Cleric must choose a patron god who grants access to either of the Earth or Fire elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains.
Favored Class: Fighter
Level Adjustment: +1

Ooze Para-Genasi are spiritually revolting, tending to express the disgusting nature of their ancestral plane by being slimy and repulsive in appearance and/or in personality. Usually heavyset, with sallow skinned, flabby bodies, common mutations include unnaturally greasy skin, secreting noxious goo in lieu of sweat, constantly sweating, or possessing unusually flexible limbs.

+4 Constitution, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Acid spells and effects, which increases by +1 for every 5 class levels.
Grease (Sp): Once per day as if a 5th level Sorcerer).
Clerical Focus: An ooze genasi Cleric must choose a patron god who grants access to either of the Earth or Water elemental Cleric Domains, and must choose at least one of those Domains as one of their two Domains. In a setting where the Slime domain is available, ooze genasi can use Slime instead of or in addition to Earth and Water.
Favored Class: Fighter
Level Adjustment: +1

Smoke Para-Genasi tend to embody most of the worst traits of fire and air, usually being crude and lazy. With a tendency towards tall lanky builds, dark skin tones and dark hair, common mutations include hair that billows like smoke or a perpetual scent of burning or smoke clinging to their skin.

+2 Dexterity, +2 Intelligence, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Smoke & Cloud-type spells and effects, which increases by +1 for every 5 class levels.
Smoke Cloud (Su): Once per day, a smoke genasi can create a Smoke Cloud, akin to that generated by a Sorcerer) of their character level using that aspect of the Pyrotechnics spell, but without needing an open flame to originate
Clerical Focus: A smoke genasi Cleric must choose a patron god who grants access to either of the Air or Fire elemental Cleric Domain, and must choose at least one of those Domains as one of their two Domains.
Favored Class: Wizard
Level Adjustment: +1

Steam Para-Genasi tend to be bossy and egotistical, in some ways the worst aspects of their fire and air kinsfolk rolled into one. Usually tall, slim and unusually slender, common mutations include wisps of mist constantly clinging to their skin or a grey tone for skin and/or hair color.

+2 Dexterity, -2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
+1 racial bonus to saving throws against Heat-based spells and effects, which increases by +1 for every 5 class levels.
Obscuring Mist (Sp): Once per day as if a Druid of equal character level.
Clerical Focus: A genasi Cleric must choose a patron god who grants access to either of the Fire or Water elemental Cleric Domain, and must choose at least one of those Domains as one of their two Domains.
Keen-Eyed (Ex): When attacking creatures that are granted Concealment by atmospheric effects, such as smoke, fog, mist or steam, a steam genasi lowers its Miss Chance by 10% (so a 15% miss chance drops to a 5% one).
Favored Class: Rogue
Level Adjustment: +1

Dread Genasi[edit]

Now, you're probably wondering what the deal is with these genasi? Well, to clear things up, in the Demiplane of Dread, because the very nature of the land is subtly tainted and infused with evil, elementals really don't react well when they're summoned there. This transforms them into malign, corrupted monsters called Dread Elementals; Earth becomes Grave, Air becomes Mist, Water becomes Blood, and Fire becomes Pyre. So, when Quoth the Raven #7 rolled around, one fan submitted their idea for how this same corruptive process might make itself felt on the genasi.

Unlike standard genasi, dread genasi are rarely the result of sexual intercourse between dread elementals and humanoids; these insane, malevolent entities prefer to destroy and befoul, not create. Instead, most are either born spontaneously to those who have fought (or escaped from) dread elementals, the result of their encounter leaving a spiritual taint lingering in their souls and manifesting in the flesh of their children, or they re born to normal genasi who had the misfortune of being trapped in the Demiplane.

Mist Genasi are the most common of the dread genasi. A weird mixture of flighty and mysterious by nature, they are born wanderers, drifting into town like the mist & fog they are connected to before vanishing as suddenly and mysteriously as they arrived. This is aided by the fact that they have some of the more enigmatic "traces" of their element; skin that may be pale white or thin & slightly translucent, hair that may be grey or white in color, and/or long & wispy in nature, or a light and airy voice. Even their more overt markings are fairly subtle; clothing and hair that seems to move in a perpetual breeze that nobody else can feel, or their breath being visible in a misty plume regardless of the ambient temperatures. They are known to be exasperating to talk to; tending to skip from topic to topic, whilst seemingly always gaining more from a conversation than what they give, meaning those who talk to them often find themselves needing to constantly redirect the conversation to get an answer.

Ability Score Modifiers: +2 Dexterity, +2 Charisma, -2 Constitution
Racial Type: Outsider (Native)
Medium size
Base speed 30 feet
Darkvision 60 feet
Cloak of Mist (Sp): A mist genasi can cast Obscuring Mist 1/day as per a Sorcerer of their character level.
Keen Eyed (Ex): Reduce the miss chance caused by concealment by 10% when concealment is granted by atmospheric disturbances, such as fog, rain and smoke.
+1 racial bonus on saving throws against air-based spells & effects, which increases by +1 per 5 character levels.
Favored Class: Bard
Level Adjustment +1

Grave Genasi are not uncommon, but are rarely seen, due to their being naturally reclusive and disliking crowds. Like their elemental namesakes, they are drawn to places of burial, hiding from the rest of the world amongst graveyards, crypts and catacombs. Like true earth genasi, they tend to be physically slow and ponderous, moving sluggishly even if they are rake-thin. ALso like them, they are extremely hardy, very patient, and naturally observant; it's not uncommon for them to spend several hours patiently watching as some event unfolds, be it the blossoming of a flower or the last moments of a person dying. Indeed, the latter is more up their alley; grave genasi are creepy, creepy fucks who generally hold no inherent value for life and have a morbid fascination with death and decay. Common grave genasi mutations include dark brown or black skin color, a leathery or gritty skin texture, a deep and gravely voice, black eyes like deep pits, thick and coarse-textured hair, a faint but everpresent smell of rot, and sweating mud instead of water.

Yeah, this means grave genasi are pretty likely to be mistaken for mortif, if not outright undead.

Ability Score Modifiers: +4 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma
Racial Type: Outsider (Native)
Medium size
Base speed 30 feet
Darkvision 60 feet
Return to the Grave (Sp): A grave genasi can cast Soften Earth & Stone 1/day as per a Sorcerer of their character level.
Breathless (Ex): Grave genasi do not breathe, which makes them immune to attacks that rely on inhalation, such as drowning, suffocation and certain spells & types of poison.
+1 racial bonus on saving throws against earth-based spells & effects, which increases by +1 per 5 character levels.
Favored Class: Ranger
Level Adjustment +1

Pyre Genasi are the least common of their ilk, if only because they tend to get themselves killed off very quickly. Much as the pyre elemental is the more violent and destructive version of the fire elemental, so too is the pyre genasi to the fire genasi. Hot-blooded, quick to anger and extremely prone to pyromania and/or a love of destruction, these genasi tend to live short but violent lives, roaming constantly in search of new spots to raze and places to hide from the latest angry mob. Not helping matters is that they are some of the more visibly mutated genasi, which isn't good in the Demiplane of Dread; common traits include charcoal grey skin, red or orange hair that moves like flames, eyes that glow like embers, a voice that crackles like fire, and a personal aroma of ash or smoke.

Ability Score Modifiers: +2 Strength, +2 Dexterity, -2 Constitution, -2 Wisdom
Racial Type: Outsider (Native)
Medium size
Base speed 30 feet
Darkvision 60 feet
Start the Blaze (Sp): A pyre genasi can cast Produce Flame 1/day as per a Sorcerer of their character level.
Heat (Ex): A pyre genasi deals +1 fire damage with its melee attacks. When grappling, it inflicts 1 point of fire damage per round it maintains its hold.
+1 racial bonus on saving throws against fire-based spells & effects, which increases by +1 per 5 character levels.
Favored Class: Fighter
Level Adjustment +1

Blood Genasi are, by nature, quiet and methodical, and whilst not as common as mist genasi, blend into society just about as well. Like their grave genasi kin, blood genasi tend to hold very little value for life - in fact, they seem to draw a great deal of satisfaction in killing, although theirs is a cold and calculating love-affair with murder, rather than the violent passion for destruction of their pyre genasi kindred. Not all blood genasi are cold-blooded killers, but... well, the tendency is there. Their mutations are subtler than those of the pyre genasi, but can be quite visible if you know what to look for; perpetually and brightly red-flushed skin, permanently bloodshot eyes, a persistent scent of iron, a gurgling voice, and matted hair that looks like clotted blood are all perfect examples of their elemental marks.

Ability Score Modifiers: +2 Dexterity, +2 Intelligence, -2 Charisma
Racial Type: Outsider (Native)
Medium size
Base speed 30 feet
Darkvision 60 feet
Pool of Blood (Sp): A blood genasi can cast Grease 1/day as per a Sorcerer of their character level. This version uses blood instead of grease, but functions identically.
Bloodscent (Ex): A blood genasi can track wounded creatures that have blood (or similar life-sustaining fluids) as if it had the Scent special quality.
+1 racial bonus on saving throws against water-based spells & effects, which increases by +1 per 5 character levels.
Favored Class: Rogue
Level Adjustment +1

The article also contains a number of racial feats:

  • Blood Form (Elemental Ties, base Fortitude save +3, blood genasi): Transform into a pool of blood 1/day per time this feat has been selected. This mimics a Gaseous Form cast by a Sorcerer of your character level.
  • Bony Exterior (Elemental Ties, grave genasi): Gain +4 natural armor bonus, which stacks with other natural armor bonuses.
  • Cloak of Flame (Base Will save +2, pyre genasi): Cast a Fire Shield (warm only) 1/day per time this feat has been selected, with caster level equal to a Sorcerer of your character level.
  • Elemental Ties (Base Will save +5, any Dread genasi): +4 bonus to saves vs. paralysis, poison, sleep or stunning.
  • Fireproof Flesh (Elemental ties, pyre genasi): You have Fire Resistance 5, which doesn't stack with other sources of fire resistance.
  • Ghastly Presence (Base Fortitude save +2, grave genasi): Cast a Stinking Cloud 1/day per time this feat has been selected, with caster level equal to a Sorcerer of your character level.
  • Traveler of the Mists (Base Will save +4, mist genasi): When you travel via a Mistway either alone or with a group of no more than 5 people, the chance of the Mistway drifting is decreased by 5% per character level you possess (minimum of 5% chance of drifting).
  • Wall of Mist (Base Will save +2, mist genasi): Cast a Fog Cloud 1/day per time this feat has been selected, with caster level equal to a Sorcerer of your character level.

In 4e[edit]

Elemental Tempests are genasi who can manifest two different elements at once.
A Genasi of the Stormsoul Manifesation.

Genasi are easily recognizable: though of similar built to humans, they tend to be slightly taller and broader in build. That's not their most distinct feature; their skin is of a most definitely non-human color, ranging from brown to blue, purple, red and pretty much anything you can mention. Their skin is also marked with a pattern of lines called szuldar, with the patterns of blood relatives looking somewhat alike. Some amongst them display their lines with pride, wearing clothing that exposes a good amount of skin. Genasi have no hair, though certain manifestations have crystalline growths on their heads.

Every genasi has an elemental manifestation, which largely determines their character; firesoul genasi are passionate in everything they do, whereas earthsoul genasi are more contemplative. Pretty much every elemental cliché you know is reflected onto them.

The most common genasi are those who share a manifestation with the four classical elements: Earth, Fire, Water and Wind. A common fifth manifestation is the Storm, because everybody likes lightning.

A darker aspect of the genasi is derived from their association with the Elemental Chaos. Because it touches on the Abyss, sometimes a genasi will be born with a corrupt manifestation, and carry the touch of the Abyss with them for the rest of their lives. These are the Caustic, Cinder, Plague and Void souls, twisted versions of the Water, Fire, Earth and Wind manifestations. Lightning doesn't get one. These corrupted genasi were added in Dragon Magazine #380. In Dark Sun they have different manifestations, namely Ember, Magma, Sand and Sun, which are covered in Dragon Magazine #396. These are so different to standard genasi in one part because of mixed ancestry and in part because of the taint that defiling has had on Athas.

The genasi are a highly emotional race. A desire for change is deep-rooted in the race, to the point that even Lawful Good genasi embrace the idea of change. Genasi society is small due to the nature of the Elemental Chaos, yet highly dynamic. It is rare to find a genasi that has held the same position for several years, or in some cases, even months. You rise and fall in the eyes of a genasi based on merit and ambition, but nothing lasts forever, and you'll quickly need to find something to keep proving yourself. In comparison to other races, genasi settlements know few paupers and less to no permanent poor folk, for a near-impossible ability to feel pessimism and a constant drive to improve one's lot in life quickly restores one's social standing. (as Cruijff would say: "If you're at the bottom there's only one way you can go: up.") The idea of nobility and royalty is foreign to the genasi, as one's position could be undone at any moment. The downside to this view is that the genasi don't look to the future, they only know that it'll be different, embracing it whatever it may be.

As is to be expected from their wild and competitive nature, genasi love competitive sports that focus on the individual, like feats of strength, tests of arms, or in extreme cases, gladiatorial combat. Whereas another master craftsman (for example, a dwarven smith) might make a weapon that is of great quality, a genasi craftsman prefers to tailor-make every item to the needs and wants of a customer, a genasi-made blade is perfect for an individual person. Likewise, genasi works of art are vibrant, bright items that express the wide range of emotions of the artist.

Touched by Chaos[edit]

Caustic, Cinder, Plague and Void Abyssal Genasi.

Because the World Axis shook off the grid-based Elemental Planes for the chaotic, ever-changing Elemental Chaos, genasi in the World Axis have a trait never seen before or since; the ability to belong to multiple elements at the same time. Through talent or training, genasi can shift between multiple elemental manifestations at a time. Though they are born with only one, some genasi obtain different manifestations during their lives. Them doing so depends on their environment: a firesoul genasi that spends a lot of time with watersoul genasi is likely to develop a water manifestation. This tends to happen around adolescence and young adulthood, and though the first change between manifestation can be an uncomfortable, painful and sudden event (nice puberty analogue there, WotC), over time the genasi comes to control the new manifestation. Nearly all of those who develop an additional manifestation have a clear barrier between the two: though there are some who embrace the strife between their manifestations, and become Elemental Tempests.

How does this work mechanically? Through the wonder of Feats and Paragon Paths. All you gotta do is take the feat Extra Manifestation (for Earth/Wind/Fire/Water/Storm) or the feat Extra Corrupt Manifestation (for Caustic/Cinder/Plague/Void) - the Genasi of Athas article doesn't mention if you can take extra manifestations of Ember/Magma/Sand/Sun, but a fair DM would easily let you either just grab it via Extra Manifestation or make a new Extra Athasian Manifestation feat for it. Each time you take this feat, you gain the powers of a single chosen Elemental Manifestation. Then, whenever you complete a rest, you can switch out your current Manifestation for one of your extra ones. Simple!

There's also the Elemental Tempest racial paragon path, which allows you to manifest two of your elements at the same time. This was made before the Abyssal and Athasian Manifestations were a thing, and so combining it with those will require some homebrew tinkering. There's also a racial paragon path, the Soul of Erosion, which a variant Elemental Tempest for combining Watersoul and Causticsoul manifestations.

4e PC Stats[edit]

A Genasi of the Sandsoul Manifestation.

As with all genasi, 4e's version is heavily dependent on your current Elemental Manifestation.

Ability Scores: +2 Intelligence, +2 Strength OR +2 Constitution
Size: Medium
Speed: 6 squares (30 feet)
Vision: Normal
Skill Bonuses: +2 Endurance, +2 Nature
Elemental Origin: For effects that key off of Origin, you are an Elemental.
Elemental Manifestation: You have racial traits and a racial encounter power depending on your current Elemental Manifestation. If your Elemental Manifestation grants you energy resistance, it increases by +5 points per tier (so, starts as Resist 5, increases to Resist 10 at 11th level and to Resist 15 at 21st level).
Earthsoul: +1 racial bonus to Fortitude, +1 racial bonus to saving throws, and you have access to the Earthshock power.
Firesoul: +1 racial bonus to Reflex, Resist Fire, and you have access to the Firepulse power.
Stormsoul: +1 racial bonus to Fortitude, Resist Lightning, and you have access to the Promise of Storm power.
Watersoul: You can breathe water, +2 racial bonus to saving throws against ongoing damage, and you have access to the Swiftcurrent power.
Windsoul: Resist Cold and you have access to the Windwalker power.
Causticsoul: You can breathe water, Resist Acid, and you have access to the Acid Surge power.
Cindersoul: +1 racial bonus to Fortitude, Resist Fire, and you have access to the Firedeath power.
Plaguesoul: Resist Poison, +5 racial bonus to saves against disease, and you have access to the Plaguebearer power.
Voidsoul: +1 racial bonus to Will, Resist Psychic, and you have access to the Void Assumption power.
Embersoul: +1 racial bonus to Reflex, +2 racial bonus to saves against ongoing Fire damage, and you have access to the Ashfall Evasion power.
Magmasoul: +1 racial bonus to Fortitude, your melee attacks do +1d6 Fire damage until the end of your next turn whenever you take Fire damage, and you have access to the Flowing Magma power.
Sandsoul: +4 racial bonus to Acrobatics and Athletics checks made to Escape, +2 racial bonus to saves against effects that immobilize/restrain/slow you, and you have access to the Sandslide power.
Sunsoul: +2 racial bonus to saves against ongoing Fire and Radiant damage, you are unaffected by ambient temperatures between -50 and 140 degrees Fahrenheit, you are immune to sun sickness, and you have access to the Sun Flare power.

In 5e[edit]

Now the offspring of Genies and Humans, because it's kinda hard to explain how you fucked a rock and the rock gave birth, though Genasi can also be a result from a surge of elemental power from a planar convergence or an eruption from the Inner Planes. Also different from their 4e counterparts as they can grow hair. Genies rarely ever contact their offspring, seeing them as accidents.

Genasi got a 5e update in the Elemental Evil campaign, appearing in both the Princes of Elemental Evil adventure book and the "Elemental Evil Player's Companion" web-enhancement. Which can be found here, if you want to chase it.

Stat-wise: +2 Con, tend towards Neutral alignments, live a little longer than humans, but not much. Majority of bonuses come from their subrace.

Air Genasi get +1 Dex, unlimited breath while not incapacitated, free levitate every long rest.

Earth Genasi get +1 Strength, Earth Walk (Difficult terrain does not apply if made of earth or stone), and Merge With Stone. (free Pass Without Trace once per long rest, with Con as the casting ability)

Fire Genasi get +1 Intelligence, Darkvision (except everything is red, instead of gray), fire resistance, and Reach to the Blaze. (Produce Flame Cantrip known immediately, get Burning Hands once per long rest at 3rd level. (Con as the Spellcasting Ability))

Water Genasi get +1 Wisdom, acid resistance, Amphibious (breather air and water), swim speed of 30 ft, and Call to the Wave. (Free Shape Water cantrip, get Destroy Water at level 3 once per long rest (Con as the Spellcasting Ability))

Pathfinder[edit]

Because the Sylph and Undine share their name with actual monsters, see their pages for details.

Ifrit[edit]

Ifrits, which sounds way too much like Efreets for some gamers, are the Golarion equivalent of Fire Genasi. They are hotheaded, independent, passionate, and often afflicted with pyromania.

+2 Dexterity, +2 Charisma, -2 Wisdom
Native Outsider
Medium
Base speed 30 feet
Darkvision 60 feet
Spell-like Ability: Burning Hands 1/day with a caster level equal to character level.
Energy Resistance: Fire Resistance 5
Fire Affinity: Ifrit Sorcerers with the Fire bloodline treat their Charisma as being +2 points higher for all sorcerer spells and class abilities, whilst ifrit Clerics with the Fire domain use its domain power and domain spells at +1 caster level.

Oread[edit]

Oreads are the Golarion equivalent of Earth Genasi. Physically and mentally strong, they are a stoic breed who feel a closer affinity for the earth and its denizens than most civilized races. They are one of the rarer planetouched breeds of Golarion.

+2 Strength, +2 Wisdom, -2 Charisma
Native Outsider
Medium
Base speed 20 feet
Darkvision 60 feet
Spell-like Ability: Magic Stone 1/day with a caster level equal to character level.
Energy Resistance: Acid Resistance 5
Water Affinity: Oread Sorcerers with the Earth bloodline treat their Charisma as being +2 points higher for all sorcerer spells and class abilities, whilst oread Clerics with the Earth domain use its domain power and domain spells at +1 caster level.

Suli[edit]

Spawn of the union between humans and Janni, the elementally mixed genie race, Suli are a race with no place to belong. Invariably strong and attractive, they tend to be slow-witted.

+2 Strength, +2 Charisma, -2 Intelligence
Native Outsider
Medium
Base speed 30 feet
Low-Light Vision
Negotiator: +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su): Once per day, as a swift action, a suli can shroud its arms in acid, frost, lightning or fire, a state that lasts for 1 round per character level and which can be dismissed as a free action. Whilst their limbs are enshrouded with elemental energy, a suli's melee attacks do +1d6 damage of the appropriate energy type.
Energy Resistance: A suli has Resistance 5 to Acid, Cold, Electricity and Fire.
Dungeons & Dragons 2nd Edition Races
Core: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Dark Sun: Aarakocra - Half-Giant - Mul - Pterran - Thri-kreen
Dragonlance: Draconian - Irda - Kender - Minotaur
Mystara: Aranea - Ee'ar - Enduk - Lizardfolk (Cayma - Gurrash - Shazak)
Lupin - Manscorpion - Phanaton - Rakasta - Tortle - Wallara
Oriental Adventures: Korobokuru - Hengeyokai - Spirit Folk
Planescape: Aasimar - Bariaur - Genasi - Githyanki - Githzerai - Modron - Tiefling
Spelljammer: Dracon - Giff - Grommam - Hadozee - Hurwaeti - Rastipede - Scro - Xixchil
Ravenloft: Broken One - Flesh Golem - Half-Vistani - Therianthrope
Complete
Book of X:
Alaghi - Beastman - Bugbear - Bullywug - Centaur - Duergar
Fremlin - Firbolg - Flind - Gnoll - Goblin - Half-Ogre - Hobgoblin
Kobold - Mongrelfolk - Ogre - Ogre Mage - Orc - Pixie
Satyr - Saurial - Svirfneblin - Swanmay - Voadkyn - Wemic
Dragon Magazine: Half-Dryad - Half-Satyr - Uldra - Xvart
Dungeons & Dragons 4th Edition Races
Player's Handbook 1: Dragonborn - Dwarf - Eladrin - Elf
Half-Elf - Halfling - Human - Tiefling
Player's Handbook 2: Deva - Gnome - Goliath - Half-Orc - Shifter
Player's Handbook 3: Githzerai - Minotaur - Shardmind - Wilden
Monster Manual 1: Bugbear - Doppelganger - Githyanki
Goblin - Hobgoblin - Kobold - Orc
Monster Manual 2: Bullywug - Duergar - Kenku
Dragon Magazine: Gnoll - Shadar-kai
Heroes of Shadow: Revenant - Shade - Vryloka
Heroes of the Feywild Hamadryad - Pixie - Satyr
Eberron's Player's Guide: Changeling - Kalashtar - Warforged
The Manual of the Planes: Bladeling
Dark Sun Campaign Setting: Mul - Thri-kreen
Forgotten Realms Player's Guide: Drow - Genasi
Dungeons & Dragons 5th Edition Races
Player's Handbook: Dragonborn - Drow - Dwarf - Elf - Gnome
Half-Elf - Half-Orc - Halfling - Human - Tiefling
Dungeon Master's Guide: Aasimar - Eladrin
Elemental Evil Player's Guide: Aarakocra - Genasi - Goliath - Gnome (Svirfneblin)
Sword Coast Adventurer's Guide: Duergar - Ghostwise Halfling - Svirfneblin - Tiefling Variants
Unearthed Arcana: Changeling - Minotaur - Revenant - Shadar-kai
Shifter - Tiefling Variants - Warforged
Volo's Guide to Monsters: Aasimar - Bugbear - Firbolg - Goblin - Goliath
Hobgoblin - Kenku - Kobold - Lizardfolk
Orc - Tabaxi - Triton - Yuan-Ti Pureblood
Plane Shift: Amonkhet: Aven - Khenra - Minotaur - Naga
Plane Shift: Innistrad: Human
Plane Shift: Kaladesh: Aetherborn - Dwarf - Elf - Human - Vedalken
Plane Shift: Zendikar: Elf - Goblin - Human - Kor - Merfolk - Vampire
The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Inner Sea
Races:
Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran