Races of Olyndar, Redux

Racial "Types"

Racial Types are an abstract way of attempting to represent the relative rarity of some races on Olyndar.

Type Chart
Type Definition
E "Everywhere". Type E races are completely unrestricted. Anyone and everyone can be a Type E race.
R "Rare". Type R races are rare on Olyndar. Only 1 member of the group may be a particular Type R race. These races are recently returned, and may still be considered "odd" by most within the Steel Cities.
RR "Rare & Restricted" The Type RR races are very few and far between on Olyndar. Only 1 member of the group may be a member of ANY Type RR race. These races are both newly returned and very noticable or polarizing in some way or another, and as such may be ostrasized in some areas, but may also invoke unique story elements.
Rare & Restricted
Race
Aasimar
Changeling
Dragonborn
Quasi-Genasi
Shifter
Tiefling
Rare
Race
Dwarf (Traditional)
Elf (Roil)
Genasi
Human, Abbalaya
Human, Shou
Ogre
Para-Genasi
Warforged
Everywhere
Race
Dwarf (Non-Traditional)
Elf-blooded
Gnome
Goliath
Half-Orc
Human
Orckin

Unchanged Races

Some races are available within Olyndar with almost no change from the "standard" versions. Those are listed in the chart below, along with any notes or minor additions.

Races
Race Additions Source
Aasimar Gain the 'Mana Blooded' Background feat VGM pg.104
Dragonborn Gain the 'Mana Blooded' Background feat PHB pg.32
Genasi Gain the 'Mana Blooded' Background feat ELM pg.7
Half-Orc Gain either the 'Border Bum', 'Mana Blooded', or 'Wire-blooded' background feat PHB pg.40
Tiefling Gain the 'Mana Blooded' Background feat PHB pg.42 or UA

Changeling

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.


Changelings are a type RR race.

Changeling Traits

Ability Score Increase. Your Dexterity and Charisma scores increase by 1.

Background Feat. You gain 1 Background Feat of your choice. This can be Mana blooded or Border bum.

Size. Changelings are built much like humans, but a little leaner. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Duplicity. You gain proficiency in the Deception skill.

Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.

Languages. You can speak, read, and write Common and two other languages of your choice.


Dwarf

Two Kinds of Dwarf


Dwarves in the land of Roil are a much more diverse lot than the dwarves of old. While many dwarves are still raised in a “traditional dwarven home”, with each generation there are more and more who are raised within the Steel Cities outside of their own culture.

A great divide has sprung up within the Dwarves. Those who live nearest the Roil tend towards a traditional viewpoint on the Dwarf race, “Proper Dwarven” they call themselves. This group includes both modern Dwarves who have kept tradition and Dwarves from under the mountain, known by the others as the “Deep Dwarves”. Dwarves in the Steel cities often do all they can to fit in, treating “Being Dwarvish” as more of a cultural or religious idiosyncrasy than as who they are.


Traditional Dwarves are a type R race, while Non-Traditional Dwarves are type E.

Dwarf Traits

Ability Score Increase. Your Constitution Score increases by 1. Choose Strength or Wisdom Score, which increases by 1.

Tradition. You must choose a Traditional or Nontraditional upbringing.

Background Feat. You gain 1 Background Feat of your choice.

  • For Traditional Dwarves this can be Mana blooded or Border bum.
  • For Nontraditional Dwarves this can be Border Bum or Wire blooded.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 35. On average, they live about 150 years. Dwarves with the Mana blooded background tend to live longer, about 200 years.

Alignment. Traditional Dwarves tend to be lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Nontraditional Dwarves do not tend towards any specific alignment.

Size. Dwarves stand between 4 ½ and 5 ½ feet tall and average about 200 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in PHB Chapter 9).

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice.

Languages. You can speak, read, and write Common and one other language. Traditional Dwarves also speak, read, and write Dwarvish.

Elf

Holding on or letting go


Elves are perhaps the race who have taken the divided nature of their world the hardest. A race which has throughout history embraced nature has been forced to react to a world where it sometimes seems nature is attacking them, and other times seems as if nature is being erased.

Elves have developed into two distinct races. Those who lived through the Time Bereft no longer acknowledge themselves as “Elves”, but are simply “elf-blooded”, for they lost much of themselves in their departure from magic and in the long years without. The other group of Elves however, are a mystery to all, including themselves.

The Elves of the Roil never lived through the time Bereft. The oldest among them remember the time of magic, and they remember the Days of First Blood. To these elves however, the red light in the sky did not fade away as it did for the rest… instead the red light concentrated itself, leeching out of the sky into a solid column of magenta light… the first roil.

The Elf-blooded are a type E race, while the Elves of the Roil are a type R race.

Elf-blooded traits

Ability Score Increase. Your Dexterity score and Charisma score increase by 1, and one other ability scores of your choice increases by 1.

Background Feat. You gain 1 Background Feat of your choice. This can be Border bum or Wire Blooded.

Age. Elf Blooded mature at the same rate humans do and reach adulthood around the age of 20. They live slightly longer than humans, however, sometimes reaching 130 years.

Alignment. Elf Blooded share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size. Elf Blooded are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Fey Ancestry. You have advantage on saving throws against being charmed.

Skill Versatility. You gain proficiency in three skills of your choice.

Nature of Steel. The Elf blooded have embraced the technological aspect of the world, accepting it as the new natural order. Elf blooded heal at twice the normal rate when they spend 24 hours resting within a Steel City or other technological place.

Languages. You can speak, read, and write Common and three extra languages of your choice.


Elf of the Roil traits

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma increases by 2.

Background Feat. You gain 1 Background Feat of your choice. This can be Mana blooded or Border bum. Roil Elves who choose the Mana Blooded background also gain the Eyes of Magic racial feat.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claim adulthood and an adult name around the age of 100 and can live to be 900 or more years old.

Alignment. Elves love freedom , variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. D row are more often evil than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Vision. You possess one of two types of special vision. These vision types are innately tied to the magic of the roil, and as such, cannot be used by an elf who has spent more than 7 days continuously within one of the Steel Cities, or other highly technological place. After being dampened by time in the technological world, these abilities take 24 hours to return.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Roil Vision. Some elves who passed through the roil have found their vision altered. They have lost their ability to see without light, but have found that if they concentrate, they are able to see the flow of the roil, and how it touches all things. Roil sight takes 1 full round and a concentration check (DC 15 - class level + any damage taken in last round). Once activated you gain the benefits of Blightsight and can see magic as if you had cast a detect magic spell. A new concentration check is required each round to maintain this effect.

Keen Senses. You have expertise in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Because of your ties to the fey, you do not do well within the Steel Cities. After spending 7 days in the Steel cities, elves begin to suffer ill effects as per the table below. Spending 24 hours outside the technological centers will reset this counter.

Steel Curse
Days Effect
8-14 1 x (number of days spent - 7) damage per day
15-30 1d6 x (number of days spent / 7) damage per day
31+ 6d6 damage per day

You are able to mitigate the effect of the Steel Cities by spending time meditating in a sun lit natural garden of at least 30 feet diameter. Each full uninterupted hour spent meditating in such a way subtracts 1 from the day count when calculating the steel curse for the following day.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Magic Blood & Tech Bane. You are considered to be 1 level higher when determining how many spells per day you are able to cast and when determining the difficulty to resist your spells.

You cannot start out with the Technical Proficiency feat or any feat with the [Tech] descriptor. Technological items cause damage to elves who attempt to use them. (Note, an elf can carry technological items without harm, but cannot use them without harm).

If you gain the Technical Proficiency feat you begin to break your tie to the magic of the world. Your elven vision will begin to fade, you immediately lose the additional level benefits from Magic Blood, and your trace will begin to require more time to allow you to feel rested (eventually requiring 8 hours), however technological items will no longer harm you, and damage taken from Fey ancestry is halved. This damage then halves again for each level gained after gaining Technical Proficiency, to a minimum of 1 damage.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar.

Gnome

The most inventive of inventors.


Gnomes have managed to fit right into the new world view of the 2nd age, but many are not transitioning well back to the return of magic. Many gnomes can be found in highly technical roles, such as manufacturing, or even office management.

Gnome Traits

Ability Score Increase. Your Intelligence score increases by 2.

Background Feat. You gain 1 Background Feat and 1 other feat of your choice.

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, whether caves or man-made tunnels, you have superior vision in dark and dim conditions. 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. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom , and Charisma saving throws against magic. If you have the Technical Proficiency feat, you also gain advantage on similar roles regarding technology.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.


Goliath

The Strongest Backs Around


The Goliath survived the transition into a world without magic better than most. Through the centuries the Goliath have blended into human society, making a name for themselves as a strong worker class.

Goliath Traits

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Background Feat. You gain 1 Background Feat of your choice. Most Goliath tend to be Border Bums, completely at home neither in the Steel cities or the magic zones.

Skills. You gain proficiency in 1 skill of your choice.

Age. Goliaths reach adulthood in their late teens and live less than a century.

Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Natural Athlete. You have proficiency in the Athletics skill, and have advantage on any check relating to a feat of strength.

Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and one extra language of your choice.

Human

Masters of their own destiny

When magic failed and other races faltered, humanity adapted. When magic returned and other races were astounded, humanity got on with things. This devotion to “pressing on” is both humanities blessing, and it’s curse. It is no surprise that the vast majority of the globe is populated by humans, or that the other races have been slowly drawn into the wake of humanity's destiny.

Human Traits

Ability Score Increase. Two ability scores of your choice each increase by 1.

Background & Bonus Feats. You gain 1 Background Feat and 1 other feat of your choice.

Skills. You gain proficiency in 3 skills of your choice. You may trade 2 proficiencies for 1 expertise.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Decidedly Average. A number of times equal to your class level, you can replace any called for die roll with a 10. The uses of this ability replenish 1 on a short rest or 4 on a long rest, up to your current maximum.

Languages. You can speak, read, and write Common and one extra language of your choice.

Variant Human Traits

Variant humans share a bloodline with one of the other races. Perhaps your grandmother was a dwarf, or your great grandfather an elf.

Variant humans replace their standard ability increase with the listed value.

The Dwarf Touched. You gain 1 Constitution and 1 Wisdom.

The Elf Touched. You gain 1 Dexterity and 1 Charisma.

The Gnome Touched. You gain 1 Intelligence and advantage on all intelligence related skill checks.

The Orc Touched. You gain 1 Strength and 1 Constitution.

Human, Abbalaya

The Abbalayar (singular Abbalaya) were a tribe of humans in Calimshan known and feared for their divinatory powers. They were so unique both magically and physically that they were often considered a distinct subrace of human. It was long believed that the Abbalaya died out, but recently some have emerged once again.

Ability Score Increase: Your Wisdom increases by 3.

Background Feat: You gain 1 Background Feat of your choice. This must be Mana blooded.

Age: Humans reach adulthood in their late teens and live less than a century. The Abbalaya tend to be longer lived than many humans however, and can sometimes live to be one and a half centuries old.

Alignment: Most humans tend toward no particular alignment.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Languages: You can speak, read, and write Common and one extra Language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Second Sight. You can choose one spell from the following list. You are able to cast this spell at will. Your caster level for this spell is considered to be equal to your character level. Casting this spell causes you to take 1 level of exhastion.

Choose from (a) guidance (b) comprehend languages (c) detect good and evil (d) detect magic (e) detect poison and disease (f) augury (g) detect thoughts

Human, Shou

The Shou were humans originally from the Empire of Shou Lung in the eastern lands of Kara-Tur, in the land that now surrounds Palad. The Shou language, High Shou, used the Draconic alphabet.

Ability Score Increase: Your Dexteroty, Wisdom and Charisma each increase by 1. In campaigns where Honor is used, your Honor increases by 2.

Background Feat: You gain 1 Background Feat of your choice. This must be Mana blooded.

Age: Humans reach adulthood in their late teens and live less than a century. The Shou tend to be longer lived than many humans however, and can sometimes live to be one and a half centuries old.

Alignment: Most humans tend toward no particular alignment. The Shou however are raised in a very regimented, honor bound society, and as such most tend towards law.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Languages: You can speak, read, and write Common, High Shou, and one extra Language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Proficiency. Humans raised in the Shou culture are proficient with the katana, wakasashi, and tanto, or in games where these are not used, the longsword, shortsword, and dagger.

Ogre

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogre Traits

Ability Score Increases: Your Strength increases by 6, your Constitution increases by 4, your Dexterity, Wisdom, and Charisma decrease by 2, and your Intelligence decreases by 4.

Size: Large

Type: Giant

Speed: 40ft

Alignment: Ogres tend towards chaotic alignments.

Darkvision: An Ogre possesses darkvision to a range of 60 feet.


Orckin

Civilised, not civil.


The departure of magic and the coming of technology changed the orc perhaps more deeply than any of the other races. No longer isolated by magic, and no longer bound by the tribal shamans who had led them for so long, many orc made their way towards the human lands, where there strong backs were in dire need by humans more used to using magic to lift things. Over time, the orcs began to mingle and intermarry with humans, and by the dawn of the third age, the orckin, while still on average taller and wider than most humans, are no longer the hulking brutes of the past.

Orckin Traits

Ability Score Increase. Your Strength score increases by 3 and your Constitution increases by 1, but your Intelligence, Wisdom, and Charisma each decrease by 1.

Background Feat. You gain 1 Background Feat and 1 other feat of your choice. The background feat can be Border bum or Wire Blooded.

Skills. You gain expertise in 1 skill of your choice.

Age. Orc mature slightly faster than humans, but rarely live as long. Orc are considered “adult” by the age of 16, but rarely live longer than 75 years.

Alignment. Orcs tend toward no particular alignment. Years spent mingling with humans have washed away the majority of orc traits, though they do tend to be slightly more chaotic than lawful.

Size. Orcs vary widely in height and build but are normally larger than humans, from barely 6 feet to nearly 7 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice.

Shifter

Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.

Shifter Traits

Ability Score Increase. Your Dexterity score increases by 1.

Background Feat. You gain 1 Background Feat of your choice. This must be Mana blooded.

Size. Shifters are about the same size as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your lycanthropic heritage grants you the ability to see in dark conditions. 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. You can’t discern color in darkness, only shades of gray.

Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.

Languages. You can speak, read, and write Common and Sylvan.

Subrace. Several subraces of shifter exist, each with its own animalistic features.

Choose one of the options below.

Beasthide

As a beasthide shifter, you are especially tough and persistent in battle.

Ability Score Increase. Your Constitution score increases by 1.

Shifting Feature. While shifting, you gain a +1 bonus to AC.

Cliffwalk

Your cliffwalk heritage grants you the agility of a mountain goat.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you gain a climb speed of 30 feet.

Longstride

Longstride shifters are fleet and elusive.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you can use the Dash action as a bonus action.

Longtooth

As a longtooth shifter, you are a ferocious combatant.

Ability Score Increase. Your Strength score increases by 1.

Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Razorclaw

As a razorclaw shifter, you make swift, slashing strikes in battle.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Wildhunt

Your wildhunt heritage makes you a consummate tracker and survivor.

Ability Score Increase. Your Wisdom score increases by 1.

Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws.


Warforged

The War forged of Roil are a recent occurrence, weapons forged for a war not yet fought. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.

Warforged Traits

Ability Score Increase. Your Strength and Constitution scores increase by 1.

Size. Warforged are generally broader and heavier than humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Composite Plating. Your construction is primarily metal, granting you a +1 bonus to Armor Class.

Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Armored Body. Warforged can purchase armor at ½ the market value, and attach it to themselves as an outer shell. Armor attached in this way can be removed, but cannot be resold (except as warforged armor).

Metal Mind. Warforged gain advantage on Sanity saving throws.

Soul Weapons. Warforged can choose to mount weapons to themselves, most normally on the arms. A warforged can choose to mount a 1 handed weapon in a wrist position (with hand in tact) or can choose to mount a 2 handed weapon in place of a lower arm (without a hand). A warforged with a mounted weapon is considered to always have a weapon drawn. These weapons (energy only) can be powered from the Warforged energy core, and as such do not consume ammunition, however, a warforged who fires more than 100 rounds from a mounted weapon is considered to have 1 fatigue level until they take a short rest.

Languages. You can speak, read, and write Common and one other language of your choice.

Para-Genasi

The para-Genasi are born of the inhabitants of the para-elemental planes of Ice, Ooze, Magma, and Smoke, which lie between the major elemental planes of Earth, Air, Fire, and Water. Para-Genasi fuse two of the classic elements into a single dangerous creature.

Types of Para-Genasi include ice (air and water), magma (earth and fire), ooze (earth and water), and smoke (air and fire).

Ability Score Increase. You gain an ability score increase based on your para-elemental type.

Ability Score Increase
Type Bonus
Ice +2 Dexterity & Wisdom
Magma +2 Strength & Constitution
Ooze +2 Constitution and Wisdom
Smoke +2 Strength and Dexterity

Alignment. As a race, genasi tend towards chaos and freedom, though some types hold more rigid ideals.

Size. Para-genasi are human in size. Your size is Medium.

Speed. Your base walking speed is determined by your para-genasi type.

Elemental control. You have the ability to cast control element cantrips based on your para-genasi type.

Para-genasi Types
Type Speed Control
Ice 20 ft Air & Water
Ooze 20 ft Earth & Water
Magma 30 ft Earth & Fire
Smoke 40 ft Air & Fire

Languages. You can speak, read, and write the Common language as well as Primordial, and Auran, Aquan, Ignan, or Terran as appropriate to your type.

Greater Genasi

Para and Quasi Genasi are eligible to take levels in the Greater Genasi racial class, which provides focused training to enable them to unlock more of thier elemental nature.


Quasi-genasi

The Quasi-genasi are born of the inhabitants of the planes of Earth, Air, Fire, and Water which have been tainted by bleed over from the plane of Radiance, or from the plane of Shadows.

Types of quasi-genasi infused with positive energy include lightning (air), mineral (earth), radiance (fire), and steam (water).

Types of quasi-genasi deriving from elements infused with negative energy include ash (fire), dust (earth), salt (water), and void (air).

Ability Score Increase. You gain an ability score increase based on your quasi-genasi type.

Ability Score Increase
Type Bonus
Lightning +4 Dexterity
Mineral +4 Constitution
Radiance +2 Wisdom and Charisma
Steam +2 Dexterity and Charisma
Ash +4 Strength
Dust +2 Strength and Dexterity
Salt +2 Intelligence and Charisma
Void +4 Intelligence

Alignment. As a race, genasi tend towards chaos and freedom, though some types hold more rigid ideals. Within the quasi-elementals, many hold ideals based on the positive or negative element which they are attuned to.

Size. Para-genasi are human in size. Your size is Medium.

Speed. Your base walking speed is determined by your para-genasi type.

Elemental control. You have the ability to cast control element cantrips based on your quasi-genasi type.

Energy blast You have the abilty to create a blast of energy dealing 1d4 per level of either radiant or necromantic energy. This ability can be used a number of times equal to your constitution modifer and recovers after a short rest.

Quasi-genasi Types
Type Speed Control Blast
Lightning 50 ft Air Radiant
Mineral 20 ft Earth Radiant
Radiance 50 ft Fire Radiant
Steam 40 ft Water Radiant
Ash 20 ft Fire Necromantic
Dust 30 ft Earth Necromantic
Salt 25 ft Water Necromantic
Void 25 ft Air Necromantic

Languages. You can speak, read, and write the Common language as well as Primordial, and Auran, Aquan, Ignan, or Terran and Radiant or Shadow as appropriate to your type.

Greater Genasi

There are genasi, and then there are the Greater Genasi, who are much more closely bound to thier elements. Characters who choose any of the genasi races (air, earth, fire, water, or any of the para or quasi variants) become eligible for the following class:

The Greater Genasi
Level Elemental Damage Features
1st 1d6 Natural Weapons
2nd 1d8 Mutable form
3rd 1d10 Improved Natural Weapons, Improved Mutable form
4th 1d12 Ability Score Improvement
5th 2d6 Elemental Awakening

Hit Points


  • Hit Dice: 1d10 per Greater Genasi level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 7) + your Constituion modifier per Greater Genasi level after 1st

Proficiencies


  • Armor: none
  • Weapons: Any two simple or martial weapons
  • Tools: none

  • Saving Throws: as per the Ability score increases you recieve
  • Skills: Choose two from Insight, Survival, Perception, Persuasion, Intimidation

Natural Weapons

Beginning at 1st level, you are considered proficeny with unarmed attacks, and can perform unlarmed melee attacks that deal 1d8 damage based on your elemental type OR 1d4 each of your two types if you are a para or quasi genasi.

Mutable form

Beginning at 2nd level, your form is composed of more elemental particles than flesh, and is not wholly solid. As a reaction you are able to discorperate yourself into an incorporeal swirling mass of your elements. Magical items travel with you but mundane items drop away and are left behind unless you succeed a concentration check (DC=15) to keep them with you.

While in this form you gain the abilities listed below:

Mutable Traits

  • Damage Immunity: All Non-Magical Weapons
  • Damage Resistance: All Damage
  • You cannot attack or cast spells
  • All attacks against you gain disadvantage
  • Any creature that ends its turn occupying the same space as you takes damage from your elements as noted in the table "Elemental Damage by Level"

While incorporeal, you also possess a fly speed equal to your movement speed.

You can mantain an incorporeal form for 1 round per point of constitution modifer without requiring any checks. After these rounds have elapsed, you must make a Constitution check (DC 10 + number of rounds incorporeal) or become solid again.

Improved Natural Weapons

Beginning at 3rd level, your unarmed attacks deal 1d12 damage based on your elemental type OR 1d6 each of your two types if you are a para or quasi genasi. Further, you are able to channel your energy to instead add 1d6 (or 2d3) elemental damage to any melee weapon you are proficient with.

Improved Mutable form

From 3rd level, you are able to use your mutable form to do more than just become intangeble. You can instead choose to shape your form to become one size catagory larger or smaller. This change functions as the Enlarge/Reduce spell. Additionally, while enlarged you gain +2 strength and while reduced you gain +2 dexterity.

You can mantain this altered form for 1 round plus 1 additional round per point of constitution modifer without requiring any checks. After these rounds have elapsed, you must make a Constitution check (DC 10 + number of rounds altered) or revert to your normal apparance.

Once you revert, you cannot change your form again until you have taken a short rest.

Ability Score Improvement

When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Elemental Awakening

Upon reaching 5th level, you experience an elemental awakening. Whenever you use your Mutable form or Improved Mutable form, you can maintain the ability for an additional number of rounds equal to your proficency modifier before you are required to make concentration checks.

Additionally, you gain advantage on all concentration checks to mantain your Mutable form or Improved Mutable form.