You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files~~hero-subtitle Elemental Connections ~~ {{tag>ancestry}} ====== Genasi ====== {{:weird-wizard:genasi.png?nolink&500 |}} 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 or other powerful elementals and mortals. ===== Genasi Traits ===== * **Size:** 1 * **Speed:** 5 * **Bonus Languages:** Primordial Choose what elemental plane you are connected to: * //**Air Affinity**// * **Speed:** +2 (Strider) * //**Critical Winds:**// Whenever you get a critical success, you can choose one creature or object within 5 yards. The target makes a Strength roll. on a failure, you push the target up to 5 yards away from you. * //**Earth Affinity**// * **Natural Defense:** +3 * **Health:** +5 * //**Critical Tremors:**// Whenever you get a critical success, you can choose one creature or object within 5 yards. A target creature makes an Agility roll; on a failure, it falls prone. A target object takes 1d6 damage. * //**Fire Affinity**// * //**Flaming Strikes:**// Your attacks with melee weapons deal an extra 1d6 damage as you envelop them in flame. * //**Critical Spark:**// Whenever you get a critical success, you can choose one creature or object within 5 yards. The target makes an Agility roll. On a failure, it takes 1d6 damage. * //**Water Affinity**// * //**Strong Swimmer:**// You gain the [[Swimmer]] trait for your movement, allowing you to use your full speed in water. * //**Flowing Like the River:**// You gain the [[Slippery]] trait for your movement, stopping foes from getting free attacks when you leave their range. * //**Water Breather:**// You are immune from suffocation when underwater. * //**Critical Flow:**// Whenever you get a critical success, you can choose one creature or unsecured object within 5 yards of you. A target creature makes a Strength roll. On a failure, or if you target an object, you pull it up to 5 yards toward you. * //**Metal Affinity**// * **Armored Defense:** +1 * **Health:** +2 * //**Critical Strike:**// Whenever you get a critical success, you can choose one metal object within 5 yards of you. If the targeted is held by a creature (including weapons or worn armor), they make a Strength roll to maintain control of the item. On a failure, they take damage equal to the weapon as it strikes them or 1d6 damage if it is armor or another held item. If you target a free-standing object, choose a creature within 1 yard of the object, they must make an Agility roll to avoid being struck by the metal object, taking 1d6 damage on a failure. * //**Wood Affinity**// * **Health:** +5 * **Arms of Vines:** Your movement gains the [[Climber]] trait, allowing you to climb at your full speed. * //**Critical Grasp:**// Whenever you get a critical success, you can choose one creature within 5 yards of you. The creature makes a Strength or Agility check, and on a failure is held by vines that appear around them until the end of their next turn. ===== Genasi Novice Path ===== ==== Level 1 Genasi ==== **Suggested Attributes:** Strength 11, Agility 10, Intellect 10, Will 12 **Natural Defense:** 10 **Health:** 14 **Languages:** Common, Primordial (from ancestral trait) **Tradition:** One (See Elemental Tradition) **Spells:** Two novice * //**Elemental Tradition**// You gain a tradition depending on your Elemental Connection: * **Air:** [[Aeromancy]] * **Earth:** [[Geomancy]] * **Fire:** [[Pyromancy]] * **Water:** [[Hydromancy]] * **Metal:** [[Conjuration]] or [[Technomancy]] * **Wood:** [[Animism]] * //**Elemental Augmentation**// You gain an additional benefit depending on your Elemental Connection: * **Air** You are immune to Suffocation. * **Earth** Your movement score gains the [[Burrower]] trait. * **Fire** You do not take damage from touching fire. * **Water** You can squeeze into a space a quarter of your size, as opposed to the standard half of your size. You suffer none of the [[squeezing]] drawbacks when squeezing into a space half of your size. * **Metal** You are immune to the Frightened affliction. * **Wood** You are immune to the Poisoned affliction. * //**Elemental Boon**// You gain a boon on certain rolls depending on your Elemental Connection: * **Air:** You roll with 1 boon when using your [[Aeromancy]] magic. * **Earth:** You roll with 1 boon when using your [[Geomancy]] magic. * **Fire:** You roll with 1 boon when using your [[Pyromancy]] magic. * **Water:** You roll with 1 boon when using your [[Hydromancy]] magic. * **Metal:** You roll attacks with 1 boon when using a metal weapon. * **Wood:** You roll with 1 boon when using your [[Animism]] magic. ==== Level 2 Genasi ==== **Health:** +4 **Bonus Damage:** +1d6 **Tradition:** One **Spells:** Two novice * //**Elemental Recovery:**// You can use an action to heal half your damage total. Once you use this talent, you lose access to it until after you rest. You then gain the following benefit depending on your Elemental Affinity: * **Air:** Your movement gains the Fly trait until the end of your next turn. If you are still in the air at the end of your next turn, you will fall as normal, but do not take damage. * **Earth:** You become immune to damage from ordinary sources until the end of your next turn. * **Fire:** Flames burst from you to fill a Size 3 space centered on you before dissipating. Each object in the space takes damage equal to twice your level, and — if flammable — catches fire. Each creature in the space other than you takes damage equal to your level and makes a luck roll. On a failure, the creature takes extra damage equal to your level and catches fire (luck ends). * **Water** You end the held, impaired, on fire, poisoned, and prone afflictions if you have them. Then you become immune to those afflictions until the end of your next turn. * **Metal:** Metal spikes extrude from your body, dealing damage to any adjacent creature equal to your level. If you are held or grabbed, that condition ends and you deal additional damage equal to your level to the creature that held you. These spikes remain until the end of your next turn and until they retract, any creature making a free attack against you takes damage equal to your level before making that attack roll. * **Wood:** Choose one other creature within 5 yards, that creature ends one affliction affecting them and heals 5 damage. ==== Level 5 Genasi ==== **Health:** +4 **Spells:** One expert * **Elemental Form:** You gain one of the following based on your associated elemental affinity: * **Air:** You can use this talent to gain the fly and hover tags for your movement for 1 minute. Once you use this talent, you lose access to it until after you rest. You are also permanently immune to fall damage. * **Earth:** You permanently burrow at full speed. You can also use this talent to become insubstantial for the purposes of moving through earth or stone for 1 minute. If this effect ends while you are inside of a solid object you will be ejected to the nearest empty space. Once you use this talent, you lose access to it until after you rest. * **Fire:** You can use an action to cover yourself with flames that do not harm you or your possessions for 1 minute. While wreathed in flames, you deal 1d6 damage to any creature that starts its turn within 1 yard of you or moves to enter this 1 yard radius on their turn. Once you use this talent, you lose access to it until after you rest. * **Water:** Your movement permanently gains the [[Water Walk]] trait, allowing you to walk across liquid as if it was difficult terrain. You can use an action to gain the Squeeze (1 inch) trait for your movement, allowing you to squeeze through openings as small as 1 inch as you temporarily convert your body to water. Once you use this talent, you lose access to it until after you rest. * **Metal:** You permanently gain Natural Defense +1. You can use an action to turn your body to metal, granting you +2 Armored Defense for 1 minute. Once you use this talent, you lose access to it until after you rest. * **Wood:** Your movement permanently gains the Strider trait. You can use an action to enable you to meld with and pass between plants. For 1 minute, you, once per turn, touch a plant an expend 1 yard of movement to appear next to another plant you can see. Once you use this talent, you lose access to it until after you rest. {{page>fantasy:ancestries:genasi}}SavePreviewCancel Edit summary