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Alternate Versions

Size

Hero Forge: Varies (XL-XXL)

Lore: Medium

Suggested: Medium

Abilities

- Innate elemental magics (earth, fire, air, or water)

- Resistance according to element

Stat Block

- None (playable race)

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Home Plane

Where mortals dare to tread

Other Monikers

Plane-touched, markeen, wind dukes, stone princes, flame lords, sea kings

Appearance

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.

Sources

- Forgotten Realms Wiki

- Mordenkainen Presents: Monsters of the Multiverse (2021)

- Elemental Evil Player's Companion (2015)

- Volo's Guide to Monsters (2016)

- Planescape: The Planewalker's Handbook (1996)

- DnD WikiDot

- DnDBeyond

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Description

(From Elemental Evil Player's Companion - 2015 [credits])

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Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

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The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

 

During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.

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Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

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Heirs to Elemetnal Power. Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.

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Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

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Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

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Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.

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Wild and Confident. Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.

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Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

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GENASI LANDS:

As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.

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Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.

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Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.

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Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.

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In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.

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The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.

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Genasi on Athas. Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy.

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GENASI BACKGROUNDS:

Each genasi subrace has its own temperament, which might make some backgrounds more suitable than others.

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Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high mountains. Fitting backgrounds include charlatan, entertainer, and noble.

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Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.

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Appropriate backgrounds for earth genasi include hermit, outlander, and soldier.

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Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk. But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations.

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Likely backgrounds for a fire genasi include criminal, folk hero, and noble.

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Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything. Good backgrounds for water genasi include hermit and sailor.

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Genasi Names. Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

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Subraces. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.

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GENASI TRAITS:

Your genasi character has certain characteristics in common with all other genasi.

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Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

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Ability Score Increase. Your Constitution score increases by 2.

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AgeGenasi 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.

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Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

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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.

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SpeedYour base walking speed is 30 feet.

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AIR GENASI:

s 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.

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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 genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

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Ability Score Increase. Your Dexterity score increases by 1.

 

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

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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.

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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, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

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Elemental earth manifests differently from one individual 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. The most arresting have fissures in their flesh, from which faint light shines.

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Ability Score Increase. Your Strength score increases by 1.

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

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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.

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(from Mordenkainen's Monsters of the Multiverse - 2021 [credits])

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Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

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Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature.

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FIRE GENASI:

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 distinctive appearance, you exult in it.

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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 sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase

Your Intelligence score increases 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 in a shade of red.

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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.

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WATER GENASI:

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

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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.

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Ability Score Increase. Your Wisdom score increases by 1.

 

Acid Resistance. You have resistance to acid damage.

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Amphibious. You can breathe air and water.

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Swim. You have a swimming speed of 30 feet.

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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.

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(from Planescape: the Planewalker's Handbook - 1996 [credits])

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The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability of stone - these things are as much a part of the genasi as flesh and blood. The genasi are plane-touched beings, the descendants of a union of a human an an elemental creature (often a djinni, hence the name genasi).

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These extremely rare beings inspire more distrust and prejudice than other plane-touched, for public opinion regards them as more alien. In general, they also maintain a contempt for other races and an air of superiority that doesn't endear them to anyone. All planar races have an automatic -2 reaction roll penality toward genasi.

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It's often assumed that genasi of differing elements have a natural racist hatred for one another, simply by the fact of their warring elemental natures. This isn't true; a single genasi usually resents and dislikes all others of [their] kind, not just those of different elements. Not surprisingly, two genasi (or more) are virtually never encountered together.

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Their elemental nature is often extremely evident. Individuals nearly always display a physical characteristic or two that reveals they are more than simply human - skin or hair color, a special aura, or some other such manifestation almost always marks them. Further, each type of genasi usually displays personality traits relative to his elemental nature. While each genasi is a complex individual, some remain virtual caricatures of their heritage. Fire genasi are often hot tempered and quick, while earth genasi are slow and methodical. More details about both physical and emotional traits of the individual genasi are presented below.

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Like all plane-touched, the exact heritage of an individual genasi is often unknown, and usually very difficult to determine. Most elements have a number of different intelligent races from which genasi could have sprung, and normally elemental creatures are loath to accept the half-breed and his descendants, or even admit to their parentage.

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Air Genasi:

Spirits of the wind, djinn, sylphs, and other such creatures very rarely take special, exceptional human men and women to be their mates. The offspring of these unions are air genasi, or (as they call themselves) wind dukes. Air genasi see themselves as the rightful inheritors of their lineage - the sky, the wind, and the very air that other creatures breathe.

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These beings are usually raised on the plane of Air in floating human cities and castles, although occasionally one will be raised among the djinn. Air genasi are accepted and even respected among the humans and other nonnative beings who have chosen the plane of Air as their homes. Elsewhere on the planes, however, they are as disliked as the genasi of other elements.

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In appearance, air genasi vary considerably, but usually display one or more of the following traits:

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- Light blue skin or hair

- A constant light wisp of a breeze about them at all times, even while indoors

- A distinctive breathy voice, with strange infections and accent

Flesh that is very cool to the touch

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Although wind dukes can have any number of different outlooks and personality traits, most are arrogant and pretentious, looking upon other races as inferiors (at least to some degree), and upon other genasi as rivals. Air genasi, surprisingly, have no need to breathe, and consider such base actions a horrible waste of pure, pristine air. Their contempt for breathing creatures begins there, and only gets worse. Of course, this doesn't mean that an air genasi cannot interact and even be friends with members of other races - it just makes it even more difficult.

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Aside from their arrogance, in general air genasi are wild, carefree individuals. They usually care little about their appearance, since having their hair tousled and their clothes ill-mended just shows the natural way of things in their eyes. Emotionally, they vary from calm reservedness to great intensity with little warning between the two.

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Wind dukes gain a +1 bonus to Dexterity and Intelligence and suffer a -1 penalty to Wisdom and Charisma. They have the ability to levitate once per day as a 5th-level wizard, regardless of class or level. They call this process mingling with the wind. They also gain a +1 bonus to all saving throws versus air-based magic and spells for every 5 experience levels, in addition to any saving throw bonuses from items, class, or other sources.

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Air genasi may be priests, fighters, or wizards. Multiclassed air genasi can be fighter/clerics or fighter/wizards. Wizards belonging to a specialty school must choose that of air elementalism. If specialty priests, air genasi must serve a deity of elemental air or some other sort of "sky god" and cannot be druids. Wind dukes may be of any nonlawful alignment.

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Earth Genasi:

Strong, immovable, and ponderous - stone princes exhibit these qualities of the earth. These are descendants of human and earth-being pairings, the elemental parent most often a dao. Creatures of elemental earth care nothing for creatures of flesh, and so such offspring are virtually always raised among their human kin. Most earth genasi embrace their elemental natures, reveling in their superiority, strength, and earth-born power.

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Though no less arrogant than the other genasi, the stone princes are not as obvious about it. Their conceit is the quiet certainty that they are greater than those around them. Their closeness to the earth gives them a connection to the fundamental aspects of the universe that lesser beings cannot even begin to fathom.

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In appearance, many stone princes seem dirty, rough, and rugged, like a handful of earth and rock; others look impeccably clean as polished stones. They prefer no particular clothing, although many choose to adorn themselves and their possessions with previous gems and metals.

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Earth genasi also have one or more of the following physical traits:

- Brown, leathery (almost stonelike) skin

- A metallic sheen to their skin or hair

- Blocky features, thick torsos and limbs

- Brown, black, or even gray hair

- Rough, almost gritty flesh

- Deep, slow speech, like the rumbling of the earth

- Black eyes like deep pits

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Slow to act and ponderous in thought, stone pricnes are far from stupid. They simply prefer to consider their actions and the implications and effects that those actions might have. Of all other races, dwarves are most likely to take to the earth genasi (and vice versa).

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Earth genasi add a +1 bonus to Strength and Constitution and have a -1 penalty to Wisdom and Charisma. They have a natural Armor Class of 8, and also possess an innate knowledge of time, the equivalent of the appraising proficiency. Stone princes are said to the best smiths in all the worlds, surpassing even the dwarves.

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Once per day, an earth genasi can use the spell-like power of pass without trace as a 5th-level priest regardless of class or level. They call this process merging with the stone. Stone princes gain a +1 bonus to all saving throws versus earth-based magic and spells for every five experience levels, in addition to any saving throw bonuses gained from items, class, or other sources.

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Stone princes can become fighters, wizards, and priests. They cannot be multiclassed. If wizards belong to a specialty school, they must choose that of earth elementalism. Earth genasi specialty priests must serve a deity of elemental earth, some sort of earth-based power, or a god of the forge (even a dwarven power), but may not become druids. Earth genasi can be of any nonchaotic alignment. 

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A few earth genasi completely reject their elemental heritage and their progenitors who apparently abandoned them with such quick dismissal (earth genasi despise hasty thinking in any form). These self-declared orphans - called stone champions - use their inherited powers for the good of humanity and become selfless defenders of their mortal kin. Stone champions may become paladins, but such are extremely rare. (DMs may decide that genasi paladins are best limited to NPCs).

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Fire Genasi:

Fiery and hot-blooded, the beat of white flame burns in the hearts of the flame lords. They claim to be forged rather than born (though this is untrue, and merely a metaphor).

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The offspring of humans and elemental creatures such as efreetor fire spirits are usually slain outright by their nonhuman parents, but some escape to human settlements with their mortal parent. These individuals and their descendants are flame lords, secure in the knowledge that they surpass in all ways the mundane, nonmagical creatures who surround them in mortal society.

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Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior - they are avatars of this fearful, destructive energy. It's easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil.

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In personality, these elemental creatures stay true to their heritage - full of energy, high-strung (even tense), and quick to action. When they speak, they talk quickly, preferring to act rather than discuss.

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Fire genasi prefer blacks and reds in their clothing and jewelry. Appearance is important to them, although they prefer simple and elegant accoutrements to gaudy or lavish ones.

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The physical appearance of these individuals usually includes one or more of the following traits:

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- Deep red or coal black skin

- Deep red hair moving on its own like waving flames

- A voice crackling like the sound of a fire burning

- Perpetually warm flesh, even hot to the touch

- Fiery red eyes glowing with the intensity of flames

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Flame lords have a +1 bonus to intelligence and a -1 penalty to Charisma. These elemental scions suffer no damage from normal flame, although they can still be burned by magical fire, dragon's breath, and even the hottest areas on the plane of Fire. They have infravision with a 60-foot range, and also have the ability to affect normal fires once per day as a 5th-level wizard, regardless of class or level. Fire genasi like to call this process reaching to the blaze. These individuals gain a +1 bonus to all saving throws versus fire-based magic and spells for every five experience levels, in addition to any saving throw bonuses gained from items, class, or other sources.

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Fire genasi may be fighters, wizards, or fighter/wizards. If wizards belong to a specialty school, they must choose that of fire elementalism. Fire genasi may be of any alignment.

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WATER GENASI:

The endless lapping of wave after wave, the salty sea foam spraying into the air, the bottomless ocean depths with pitiless darkness and breath-stealing pressure - these are the pieces of a sea king's heart. Water genasi are the descendants of rare offspring of a mortal and water spirit such as a nereid (the most common parent), marid, or other watery elemental.

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These elemental children are as unlike their brethren as they are their parents. An independence of a singular sort is bred into sea kings, giving rise to their unique outlook.

 

Water genasi often become the orphans of the sea, raised by neither parent but cared for by some kindly sea creature. Often dolphins, whales, mermen, or tritons guard these outcasts, although sometimes darker races, such as sharks, sahuagin, or even ixitxachitl parent the elemental beings rather than killing them for food. Such unfortunate souls are trained in evil practices, becoming powerful servants of those who raised them.

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Those raised by more neutral or kindly folk usually stay with their adoptive parents for a short time before they take to the open sea alone. There, the water genasi explore and learn on their own. During their isolation, they develop strong personalities, each different from any other genasi but always matching each other in extremes. Some exhibit traits of heroism to the point of martyrdom, while others are paranoid and peery to such a degree that a body can only assume they rave. This strong personality and extreme traits give them the arrogance common to all genasi. They believe themselves to be singular beings, unique to all the multiverse - and to some extent, they are correct.

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Water genasi always display one or more of the following physical traits:

- Blue-green skin or hair

- Blue-black eyes

- A light, very thin layer of scales covering the body

- Hair waving and swaying as though underwater

- A muffled voice resembling underwater sounds, like the echoing songs of whales

- Cold, clammy flesh

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All water genasi are amphibious, though they have no visible gills. Rather, they simply breathe water as easily as air. They swim at a movement rate of 15.

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Sea kings gain a +1 to Constitution and suffer a -1 penalty to Charisma. Once per day, water genasi can use the spell-like power create water as 5th-level casters regardless of class or level. They call this process calling to the wave. Sea kings gain a +1 bonus to all saving throws versus water-based magic and spells for every five experience levels, in addition to any saving throw bonuses gained from items, class, or other sources.

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Water genasi can become fighters, wizards, priests, and rogues (including bards). Sea kings may also be multiclassed fighter/priests and fighter/thieves. If wizards belong to a specialty school, they must choose that of water elementalism. If specialty priests, they must serve a deity of elemental water or some sort of sea god, but cannot be druids. Water genasi can be of any neutral alignment (that is, all alignments but LG, CG, LE, or CE).

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Role-Playing a Genasi:

No one understand you. They can't. Their minds are limited by their mortal heritage. While they can't help their parentage, that doesn't change the fact that you are their superior. It's not a matter of prejudice, it's a simple fact. You have the power of the very elements themselves flowing through your veins.

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You've little time for musing over that point. Little time for any sort of frivolity or indulgence, in fact. It's your destiny to make a great name for yourself. The annals of history will forever remember you, your name frequenting the lips of future generations. But this can only happen if you begin now. Obstacles the likes of which have never been encountered await you, posing challenges only you can overcome.

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