```metadata
title: Compromise Genasi & Elemental Feats
description: >-
A revision of the Genasi race with Monsters of the Multiverse power levels,
but early-5e design principles. Also includes revised versions of the
abandoned UA “Scion of Elemental _____” feats.
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
```css
/*=======--- Example CSS styling ---=======*/
/* Any CSS here will apply to your document! */
.myExampleClass {
color: black;
}
```
## Genasi
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.
The aim of this supplement is to provide a compromise between the original 5th Edition genasi’s flavorfulness in the *Elemental Evil Player’s Companion* and the mechanical power of the revised genasi in *Mordenkainen Presents: Monsters of the Multiverse*.
### Genasi 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 120 years.
***Alignment.*** Independent and self-reliant, genasi tend toward neutral alignments.
***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. However, genasi born of Small races, such as halflings, are Small.
***Speed.*** Your base walking speed is 30 feet.
***Languages.*** You can speak, read, and write Common and Primordial. The dialect of Primordial you know is dependent on your subrace: Auran for air, Terran for earth, Ignan for fire, and Aquan for water.
***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.
#### Air Genasi
***Ability Score Increase.*** Your Dexterity score increases by 1.
***Unending Breath.*** You can hold your breath indefinitely while you’re not incapacitated.
***Mingle with the Wind.*** You know the *gust* cantrip. Once you reach 3rd level, you can cast the *feather fall* spell once with this trait, requiring no material component, and you regain the ability to cast it this way when you finish a long rest. Upon reaching 5th level, 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 these spells. You can also cast these spells using any spell slots you have of appropriate level.
***Nimble Step.*** Your walking speed increases by 5 feet.
***Thunder Resistance.*** You have resistance to thunder damage.
#### Earth Genasi
***Ability Score Increase.*** Your Strength score increases by 1.
***Earth Walk.*** You can move across difficult terrain made of earth or stone without expending extra movement.
***Earthy Power.*** You know the *mold earth* cantrip. Once you reach 3rd level, you can cast the *earth tremor* spell as a 2nd-level spell once with this trait, and regain the ability to cast it this way when you finish a long rest. Upon reaching 5th level, you can cast the *pass without trace* 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.
You can also cast these spells using any spell slots you have.
***Stony Skin.*** Your skin slightly resembles that of your Dao forebearers. When you aren’t wearing armor, you can calculate your AC as 12 + your Constitution modifier. You can use a shield and still gain this benefit.
#### Fire Genasi
***Ability Score Increase.*** Your Intelligence or Charisma 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 tie to the Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in shades of red.
***Fire Resistance.*** You have resistance to fire damage.
***Reach to the Blaze.*** You know the *control flames* cantrip. Once you reach 3rd level, you can cast the *burning hands* spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can cast the *Aganazzar’s scorcher* spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Your spellcasting ability for these spells is Constitution, Intelligence, or Charisma (choose when you select this subrace). You can also cast these spells using any spell slots you have of appropriate level.
#### Water Genasi
***Ability Score Increase.*** Your Wisdom score increases by 1.
***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. When you reach 5th level, you can cast the *silence* spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.
Your spellcasting ability for these spells is your choice of either Constitution or Wisdom (choose when you select this subrace). You can also cast these spells using any spell slots you have of appropriate level.
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### Athasian Genasi
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.
Air, earth, and fire genasi exist on Athas, though the wrecked and parched nature of the world means water genasi are unknown there. In addition, there are four more subraces of genasi found on Athas, those of ember, magma, sand, and sun.
#### Ember Genasi
Sometimes known outside of Athas as ash para-genasi, these genasi embody the desolate wake of an eruption or conflagration.
***Ability Score Increase.*** Your Dexterity score increases by 1.
***Ash Soul.*** You suffer no ill effects from ash or smoke inhalation and have resistance to fire damage.
***Ashfall.*** You know the *resistance* cantrip. Starting at 3rd level, you can summon a cloud of ash that is equivalent to casting the *fog cloud* spell at 2nd level, and cannot do so again until you finish a long rest. When you reach 5th level, you can cast the *misty step* spell once with this trait, being briefly surrounded by ash instead of silvery mist, and regain the ability to cast it this way when you finish a long rest. Your spellcasting ability for these spells is either Dexterity or Constitution (choose when you select this subrace). You can also cast these spells using spell slots you have of an appropriate level.
#### Magma Genasi
Personifying the heat and pressure deep within the earth, magma genasi are referred to as magma para-genasi outside of Athas.
***Ability Score Increase.*** Your Strength score increases by 1.
***Magma Soul.*** You have resistance to fire damage.
***Magma Body***. You know the *blade ward* cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. When you reach 3rd level, you can cast the *hellish rebuke* spell at 2nd level once with this trait, and regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the *heat metal* spell once with this trait and regain the ability to cast it this way when you finish a long rest. Your spellcasting ability for these spells is either Strength or Constitution (choose when you select this subrace). You can also cast these spells using spell slots you have of appropriate level.
#### Sand Genasi
Sand genasi are the desert wastes made flesh. They can almost pass for human in certain circumstances with their smooth, tan skin and sand-colored hair; it’s their solid-white eyes that give them away.
***Ability Score Increase.*** Your Dexterity score increases by 2.
***Slip through Fingers.*** You can take the Disengage action as a bonus action.
***Sand Magic.*** You can cast the *longstrider* spell once with this trait, and regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the *wall of sand* spell once with this trait, and regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. You can also cast these spells using any spell slots you have that are of the appropriate level.
#### Sun Genasi
The golden-skinned incarnations of the searing desert sun, sun genasi bear a crimson halo when exercising their torrid power.
***Ability Score Increase.*** Your Constitution score increases by 1, for a total of +3. You still can’t raise an ability score above 20 with this trait.
***Raidation Acclimation.*** You have resistance to radiant damage and are unable to sunburn.
***Solar Power.*** You learn your choice of either the *light* or *sacred flame* cantrip. Starting at 3rd level, you can cast the *guiding bolt* spell at 2nd level once with this trait, and regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the *branding smite* spell once with this trait, and regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells, and any light they generate is sunlight. You cannot use spell slots to cast the spells from this trait.
## Elemental Feats
The following feats can be used to represent a connection to an elemental plane that isn't strong enough for a player character to be a full-fledged genasi.
#### Scion of Elemental Air
You’ve been exposed to the primordial magic of the Elemental Plane of Air, granting you the following benefits.
**Elemental Magic.** You learn the *gust* cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
**Wind’s Glide.** You can use a bonus action to gain a flying speed equal to your walking speed until the end of your turn. If you are airborne at the end of your turn after using this movement and aren’t held aloft by other means, you fall.
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}}
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You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
#### Scion of Elemental Earth
You’ve been exposed to the primordial magic of the Elemental Plane of Earth, granting you the following benefits.
**Elemental Magic.** You learn the *mold earth* cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
**Earthen Shield.** You can use a bonus action to conjure a bulwark of earth that provides half cover to you or a creature of your choice within 30 feet of yourself. The bulwark remains until the start of your next turn. You can create this bulwark a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
#### Scion of Elemental Fire
You’ve been exposed to the primordial magic of the Elemental Plane of Fire, granting you the following benefits:
**Elemental Magic.** You learn the *control flames* cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
**Fervent Blaze.** You learn the *fire bolt* cantrip, using the same spellcasting ability chosen for this feat’s Elemental Magic benefit. You can cast *fire bolt* as normal, but you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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#### Scion of Elemental Water
You’ve been exposed to the primordial magic of the Elemental Plane of Water, granting you the following benefits:
**Elemental Magic.** You learn the *shape water* cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
**Wave Surge.** You can use a bonus action to create a forceful surge of water directed at a creature within 15 feet of you that you can see. The target must make a Strength saving throw; the DC for this save is equal to 8 + your proficiency bonus + the spellcasting ability modifier chosen for this feat, and a creature can choose to fail this saving throw. On a failure, the target is pushed up to 10 feet away from you or pulled up to 10 feet toward you (your choice). The water vanishes immediately after the creature succeeds or fails. You can create this effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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##### Genasi
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{{wide
Compromise Genasi is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}