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D&D 5E - The Planetouched Lineages (Tieflings/Aasimar/Genasi/Axani/Cansin/Liminaire)

Ability scores & classes: The elemental nature of a Genasi has an significant effect on their physiology, this also influences their outlook and senses, thus most Genasi put their ability bonuses into Constitution, Intelligence or Wisdom.

As many Genasi are nomadic, many choose to become Rangers combining their elemental adaptability with some survival skills and magical secrets. There's a strong tradition of Druidism among the Genasi, especially those who belong to Ruvkova clans. The path of the Barbarian is another one that Genasi are drawn to as elements themselves are a fury a Genasi can call on. And many do become wizards as they take a keen interest in studying the elements through the arcane. Some Genasi take up the path of the Sorcerer drawing upon an origin related to their element.

Age
Most Genasi age at the same rate as Humans or their mortal ancestry does. Some Genasi might be long-lived or ageless.

Size
Most Genasi are medium size. But there are a number of Genasi descended from Mephits, who tend to be small size.

Speed
Genasi have a walking speed of 30 feet

Type
Genasi are Humanoid

Languages
Genasi understand Common and one other language, often one of their mortal ancestries or Primordial in a dialect related to their element.

Darkvision
Genasi have Darkvision of 60 feet

Elemental Legacy (legacy trait)
Genasi tend to have a number of powers related to their element, but their are a number of varieties and there's mixed elemental natures which might create some more unique varieties. Among the Genasi they have different names for these abilities with names like: Mingle with the Wind, Merge with Stone, Reach to the Blaze, Call to the Wave and so on. Constitution, Intelligence or Wisdom is the spellcasting ability for spells cast through this ability. Any spell a Genasi can cast through the Elemental Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for a Genasi spellcaster.

Optional Rule: Custom Legacies - For custom legacies (with the DM's approval) they generally follow this format, one Cantrip at the start, at 3rd level they know one 1st level spell that's enhanced to a 2nd level spell slot if possible and can be cast once before requiring a long rest, and at 5th level they gain knowledge of a 2nd level spell that can be cast once before requiring a long rest to cast again. The cantrip should be from the Druid or Wizard spell list, and should be thematically related their element.

Legacy of the Earth Soul - Often called Merge with Stone, Genasi can shape the earth to their will and drawing on the connection to the ground they stand on. The powers of this legacy are: the cantrip Mold Earth, at 3rd level Earth Tremor (Xanathar's Guide to Everything) cast as 2nd-level spell once before requiring a long rest, and at 5th level Pass without Trace cast once before requiring a long rest.
Alternate Spells: Replace Pass without Trace with Spike Growth.

Legacy of the Fire Soul - Warm flames tend to manifest on the Genasi using this legacy which they often call Reaching to the Blaze. The powers of this legacy are: the cantrip Produce Flame, at 3rd level Burning Hands cast as 2nd-level spell once before requiring a long rest, and at 5th level Heat Metal cast once before requiring a long rest.
Alternate Spells: Replace Produce Flame with Control Flames (Xanathar's Guide to Everything), and/or Heat Metal with Flaming Sphere.

Legacy of the Water Soul - Often describing this as a Call to the Wave, the Genasi often flushes with a quickly evaporating water when manifesting it. The powers of this legacy are: the cantrip Shape Water, at 3rd level Create or Destroy Water cast as 2nd-level spell once before requiring a long rest, and at 5th level Swift Current (see below) cast once before requiring a long rest.
Alternate Spells: Replace Create or Destroy Water with Fog Cloud.
Swift Current
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You transform into a rushing wave of water, becoming an area that's 30 feet long and 10 feet wide and 5 feet high. Creatures of your choice that are caught in your wave take 2d8 bludgeoning damage and are knocked prone. On a successful dexterity save, creatures take only half damage and are not knocked prone. You then reform at a space that's within the area of the wave.
At higher levels: When you cast this spell using a spell slot 3rd-level or higher, the damage increases by 1d8 damage for each slot level above 2nd.

Legacy of the Wind Soul - A strong breeze often manifests around the Genasi when they call upon this legacy, which they often describe as Mingling with the Wind. The powers of this legacy are: the cantrip Gust (Xanathar's Guide to Everything), at 3rd level Feather Fall once before requiring a long rest, and at 5th level Levitate cast once before requiring a long rest.
Alternate Spells: Replace Levitate with Warding Wind (Xanathar's Guide to Everything).

Legacy of the Storm Soul - A small localized storm often with a cloud above the Genasi manifests, when they Call the Storm. The powers of this legacy are: the cantrip Shocking Grasp, at 3rd level Thunderwave cast as a 2nd-level spell once before requiring a long rest, and at 5th level Witch Bolt cast as a 3rd-level spell cast once before requiring a long rest.
Alternate Spells: Replace Shocking Grasp with Lightning Lure (Tasha's Cauldron of Everything).

Legacy of the Icy Soul - Frost covers the Genasi and the immediate area, when they Consume the Heat. The powers of this legacy are: the cantrip Ray of Frost, at 3rd level Ice Knife (Xanathar's Guide to Everything) cast as 2nd-level spell once before requiring a long rest, and at 5th level Snilloc’s Snowball Swarm (Xanathar's Guide to Everything) cast once before requiring a long rest.
Alternate Spells: Replace Ray of Frost with Frostbite (Xanathar's Guide to Everything) and/or Snilloc's Snowball Swarm with Hold Person.

Legacy of the Caustic Soul - An oozy slime covers which quickly evaporates surrounds the area around the Genasi, when they Unleash the Rot. The powers of this legacy are: the cantrip Acid Splash, at 3rd level Grease before requiring a long rest, and at 5th level Melf's Acid Arrow cast once before requiring a long rest.
Alternate Spells: Replace Grease with Tasha's Caustic Brew (Tasha's Cauldron of Everything).

Legacy of the Cloud Soul - A cloud of dust or steam rises from the Genasi, when they Cloud Call. The powers of this legacy are: the cantrip Resistance, at 3rd level Fog Cloud before requiring a long rest, and at 5th level Blur cast once before requiring a long rest.
Alternate Spells: Replace Resistance with Gust (Xanathar's Guide to Everything), and/or Blur with Dust Devil (Xanathar's Guide to Everything).

Legacy of the Consuming Soul - An vortex of dark energy manifests around the Genasi, when they Consume the Elements. The powers of this legacy are: the cantrip Chill Touch, at 3rd level Arms of Hadar cast as a 2nd-level spell before requiring a long rest, and at 5th level Ray of Enfeeblement cast once before requiring a long rest.
Alternate Spells: Replace Chill Touch with Toll the Dead (Xanathar's Guide to Everything).

Legacy of the Radiant Soul - A Genasi emits an aura of multicolored light, when they Shine the Radiance. The powers of this legacy are: the cantrip Word of Radiance (Xanathar's Guide to Everything), at 3rd level Color Spray cast as a 2nd-level spell before requiring a long rest, and at 5th level Moonbeam cast once before requiring a long rest.
Alternate Spells: Replace Word of Radiance with Spare the Dying, and/or Moonbeam with Mirror Image.

Optional Rule: Alternate spells - At character creation you may decide to replace a single spell from a legacy with another spell that's the same level that's within the Druid or Wizard spell list. This rule can be in place instead of allowing custom legacies.

Elemental Nature (Essence trait)
A Genasi's nature allows them to adapt to an element, it allows them to overcome the nature of the many hazards of the elemental planes. Pick one of the following options:
-Unending breath, you can hold your breath indefinitely while not incapacitated, it might make you immune to some effects from gases
-Earth walk, you can move across difficult terrain made of earth or stone without penalty
-Amphibious, you can breath air and water and have a swim speed of 30 feet
-Lightning resistance
-Fire resistance
-Cold resistance
-Acid resistance
-Necrotic resistance, with an advantages to saving throws against being frightened
-Radiant resistance, with an advantage to saving throws against being blinded
-Poison resistance, with an advantage to saving throws against being poisoned

Alternative Abilities:
Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the Planar Legacy feat. These abilities below can be picked instead of any of the Fiendish Legacy or Fiendish Resistance options.

Elemental Flight - You can call on the element of air to carry your, or you have wings from likely a Mephit ancestor. You gain a fly speed of 30 feet. This ability replaces Elemental Legacy.
Alternate rule for Elemental Flight - You gain the ability to glide, subtract 100 feet from a fall when determining damage taken, and you can move 2 feet horizontally for every foot you have fallen. At 5th level you can fly with speed of 30 feet.

Elemental Hide - You have a tough likely rocky hide, possibly due to your connection to the element of earth. Your AC is 13 + your dexterity modifier, which you may use instead of the AC of the armor you're wearing should it be lower. You still gain the benefit of a shield with this trait. This replaces Elemental Nature.

Elemental Weapons - You have one of the following natural attacks which you can use in place of an unarmed attack. This ability replaces Elemental Legacy.
Claws: You have claws or spikes on your arm that allow to do 1d6 slashing damage with your unarmed attacks, and you can start a grapple with a bonus action should you hit.
Stone Fists: Your fists are as hard as stone allowing you to inflict 1d6 bludgeoning damage with your unarmed attacks, and you can start a grapple with a bonus action should you hit.
Fire Touch: You can inflict 1d4 fire damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls, and can set objects on fire. On a successful hit, you can cause your target to burn for one round with another Fire Touch damage roll if you use a bonus action.
Shocking Touch: You can inflict 1d4 lightning damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can use a bonus action to inflict disadvantage on your target's next attack until the end of your next turn.
Corrosive Touch: You can inflict 1d4 acid damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can cause the next attack on the target to have advantage until the end of your next turn.
Icy Touch: You can inflict 1d4 cold damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can use a bonus action to reduce the targets speed by 10 feet until the start of your next turn.
Corrupting Touch: You can inflict 1d4 necrotic damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can use a bonus action to the next attack against the target does an additional 2 points of damage until the end of your next turn.
Radiant Touch: After can inflict 1d4 radiant damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. On a successful hit, you can use a bonus action to inflict disadvantage on your target's next attack until the end of your next turn.

Tremorsense - Your connection to the element of earth allows you to feel the slightest movements of anything that touches the ground. Within 30 feet you can pin point the location of anything that vibrates or moves that's on the ground. This ability replaces Elemental Legacy.

Elemental Breath - You can expel a burst of elemental energy with your breath, much like how your possible Mephit ancestor could. Your elemental breath is a 15 foot cone with a spell save DC determined by your constitution score. It does 2d4 damage of one type that you pick at character creation from the following options: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison or Radiant. Once you use this ability you can roll a 1d6 at the start of each round, if you roll a 6 you can use it again. You can also use this ability again after a short or long rest. This ability replaces Elemental Legacy.

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