Genasi

Genasi are humanoids touched by the Elemental Planes. Children of genies and mortals, they inherit elemental powers from their connection to the planes of fire, water earth and air.

Adventuring Motivation for Genasi could be their search for their genie parent, survival in exile due to their strange heritage, or to hone their chosen skills.

Genasi Features
Ability Score Increase: You gain a +2 to your Constitution.

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 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, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Language: You can speak, read and write Common and Primordial.

Genasi Subraces
Genasi have racial variants, each based on a diffrent elemental influence. Choose 1 of the subraces presented.

Air Genasi
Descended from the djinn, air genasi are imbued with the elemental powers of winds and storms. Indentifiable by their light blue skin and constant breeze that accompanies them, their moods change like the wind; from calm to wild with little warning, these storms rarely last long.

Ability Score Increase: You gain a +1 to your Dexterity.

Unending Breath: You can hold your breath indefinitely while you're not incapacitated.

Mingle with the Wind: You can cast the Levitate spell once with this trait, requir ing no material components, and you regain teh ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi
Descended from the dao, earth genasi are imbued with the elemental powers of earth and stone. Some are shiny and polished as gemstone, others always have a bit of dust falling from their bodies, and some have fissures in their flesh, from which faint light shines. They tend to be patient and resilient, taking careful consideration before jumping into action.

Ability Score Increase: You gain a +1 to your Strength.

Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone: You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain teh ability to c

ast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi
Descended from the efreet, fire genasi are imbued with the elemental powers of flame. Known for their impatience and snap judgement, they embrace their heritage more than any other type of genasi. Most noticable is their red or coal-black skin, a faint scent of brimstone that clings to them, and their fiery red hair, which for some fire genasi is actual flame.

Ability Score Increase: You gain a +1 to your Intelligence.

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 in a shade of red.

Fire Resistance: You have resistance to fire damage.

Reach to the Blaze: You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, 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 Genasi
Descended from the marid, water genasi are imbued with the elemental powers of water and ice. As free as the ocean waves, they take pride in their independance and wander where their heart takes them. Water genasi often have beads of moisture collecting on their skin and hair, looking as if they just finished bathing. Their skin

and eyes take hues of green and blue, and their hair might float freely, swaying and waving as if underwater.

Ability Score Increase: You gain a +1 to your Wisdom.

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. When you reach 3rd level, you can cast the Create or Destroy Water spell 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.