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       #Post#: 792--------------------------------------------------
       Genasi
       By: Rognvaldr Date: April 24, 2015, 6:41 pm
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       Genasi
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       Your genasi character has certain characteristics in common with
       all other genasi.
       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 a
       neutral alignment.
       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.
       Speed. Your base walking speed is 30 feet.
       Languages. You can speak, read, and write Common and Primordial.
       Primordial is a guttural language, filled with harsh syllables
       and hard consonants.
       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
       As 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. 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.
       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 can cast the levitate spell once with
       this trait, requiring no material components, and yo regain the
       ability to cast it this way when you finish a long rest.
       Constitution is your spellcasting ability for this spell.
       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. 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.
       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.
       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 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. Nearly all fire genasi are feverishly hot as if
       burning inside, an impression reinforced by flaming red,
       coalblack, 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.
       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.
       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. 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.
       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 (see chapter
       2 EE). 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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