Genasi Feat Options

Seething Skin

prerequisite: Genasi (fire genasi)

Your internal fire can burn out of control if you let it. As a bonus action, you can cause your body to become hot enough to ignite objects and harm creatures, or to cool back down to a manageable temperature. While in this state, you gain the following benefits:

  • Your touch attacks deal fire damage equal to 1d6 + your strength modifier.
  • At the start of each of your turns, you deal 1d6 fire damage to any creature grappling you or any creature grappled by you.
  • You can light unattended, flammable objects on fire by touching them.

Speaker with the Elements

prerequisite: Genasi

You are particularly in tune with the denizens of the elemental planes. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you make a Charisma check when interacting with Elementals, your proficiency bonus is doubled if it applies to the check.
  • You regain the use of your innate racial spell (Burning Hands, Create or Destroy Water, Levitate, or Pass Without Trace) at the end of a short rest.

Delver Descendant

prerequisite: Genasi (earth genasi)

Your genasi heritage comes from lower ranking dao who manage the mines of the great delve, or from those enslaved by the Yak-men of Zakhara, and are particularly adept at moving earth. You gain the following benefits:

  • While standing on earth or stone, you can cause the ground to ripple out from you in 10 foot radius. The ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. You can use this trait twice, and regain the ability to do so again at the end of a short or long rest.
  • When you take damage, you can use your reaction to reduce the damage you take by 1d4 + your Constitution Modifier. After you use this trait, you can’t use it again until you finish a short or long rest.

Friend of the Wind

prerequisite: Genasi (air genasi)

Your elemental powers are tied to an especially powerful storm or Djinn ancestor, allowing imporved ability to call on the wind for aid. You gain the following benefits:

  • You may treat any weapon lacking the heavy property as if it had the finesse property.
  • As a bonus action, you can channel the win to carry your weapons through the air, doubling the short range of your ranged weapon attacks until the end of your turn.
  • Whenever you take the dash action, you can dodge as a bonus action.

Rushing Streamtide

prerequisite: Genasi (water genasi)

Your connection to the plane of water is strong enough for you to unleash blasts of water and turn partially to water yourself. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You can expend one foot of swim speed to climb up to three feet downward and have advantage on checks made to keep your grip while climbing in this manner.
  • When you make an attack, you can use a free hand to make a melee weapon attack with a blast of water. Treat the water as having a 1d6 hit die and the reach property. The water you create in this manner dissipates immediately after the attack.

Sight By Fire

prerequisite: Genasi (fire genasi)

Despite being only partially tied to the plane of fire, you are remarkably at home in the flames, not only unimpeded but able to command it to a limited extent.

  • Smoke and haze do not obscure your vision, and burning particles don't impede your breathing.
  • You gain immunity to nonmagical fire damage.
  • You learn the Control Flames cantrip.
  • You can cast the Daylight spell once, targeting yourself, and regain the ability to do so at the end of a long rest.

Glacial Magic

prerequisite: Genasi (water genasi)

You manage moderate moderate control of not only liquid water but also ice and snow. You gain the following benefits:

  • You can cast Armor of Agathys once, and regain the ability to do so at the end of a short or long rest.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • You gain resistance to cold damage. As a bonus action, you can choose to lose this resistance, creating a 10-foot radius of frost, which moves with you. The frost is difficult terrain for creatures other than you. By spending one minute in concentration (as if concentrating on a spell), you can suppress the frost and regain your resistance to cold damage.

Traveler of the Earth

prerequisite: Genasi (earth genasi)

Your connection to the plane of earth grants you a limited ability to earth walk. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space and you are stunned until the end of your next turn.

Airshaker Soul

prerequisite: Genasi (air genasi)

Your body thrums with thunderous power, which you can unleash on those around you. You gain the following benefits:

  • You learn the Thunderclap cantrip. Constitution is your spellcasting ability for this spell.
  • When you cast a spell, you can use a bonus action to bend the weave to unleash debilitating vibrations in the area affected by the spell. When you do so, one creature affected by the spell if deafened until the end of your next turn and cannot make opportunity attacks while deafened in this manner.
  • You gain resistance to thunder damage. As a bonus action, you can choose to lose this resistance, unleashing buffeting winds which cause ranged weapon attacks made against you to have disadvantage on the attack roll. By spending one minute in concentration (as if concentrating on a spell), you can suppress the winds and regain your resistance to thunder damage.

Made by Sandmote from Giant in the Playground