Genasi
Born from the union of mortal souls and elemental power, Genasi embody the untamed forces of creation, each lineage carrying the enduring spirit of its elemental ancestry.

Ability Score Bonuses
| Stat | Air | Earth | Fire | Water | Life | Shadow |
| Strength | – | +1 | – | – | – | – |
| Dexterity | +1 | – | – | – | – | – |
| Constitution | +2 | +2 | +2 | +2 | +3 | +2 |
| Intelligence | – | – | +1 | – | – | – |
| Wisdom | – | – | – | +1 | – | – |
| Charisma | – | – | – | – | – | +1 |
Physical Characteristics
Average Height: 4′ – 6.5′
Average Weight: 100 – 300 lbs.
Size: Medium
Lifespan: 120 years
Speed: 30′
Race Information
Languages: Common & Primordial
Homeland(s): None Specific
Skill Proficiencies: None
Typical Alignment: Any
Culture & Society
The Genasi are not an actual race per se, rather they are a classification of humanoids that have been altered by the elemental planes in some manner. The most common occurrence of such a phenomenon is when a mortal spends an extended period of time, usually decades if not centuries, upon the elemental planes. This prolonged exposure to the raw elemental powers of creation slowly alters their physiology further and further the longer they remain. Some scholars speculate that the elemental beings we encounter are the result of creatures that have spent so much time there that they have transitioned from a physical being into a purely elemental one.
Genasi will always exhibit some form of physical characteristic from the plane which affected their alteration. They typically resemble humanoids, though not always, and often have an unusual skin tone, (red, green, blue, etc.). Regardless of the severity of their adaptation it is always apparent that there is something… odd about them. The elemental energies that saturate their bodies will manifest differently in each Genasi, often as physical representation of their magical nature.
Racial Traits
- (Air) Unending Breath – You can hold your breath indefinitely while you’re not incapacitated.
- (Air) 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 ability for this spell.
- (Earth) Earth Walk – You can move across difficult terrain made of earth or stone without expending extra movement.
- (Earth) Merge with Stone – 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 spellcasting ability for this spell.
- (Fire) Darkvision – Your darkvision has a radius of 60 feet.
- (Fire) Fire Resistance – You have resistance to fire damage.
- (Fire) 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) Amphibious – You can breathe air and water
- (Water) Swim – You have a swim speed of 30’.
- (Water) Call to the Waves – 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.
- (Life) Speech of Beast & Leaf – You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
- (Life) Nature’s Call – You know the Spare the Dying cantrip. At 3rd level, you can cast the Entangle spell once with this trait as a 1st-level spell, and regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
- (Shadow) Darkvision – Your darkvision has a radius of 90 feet.
- (Shadow) Writhing Shadows – You know the Chill Touch cantrip. At 3rd level, you can cast the Arms of Hadar spell once with this trait as a 1st-level spell, and regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells.