cbwjm
Legend
With 4e, one of my favourite races was the genasi. I thought that this was an excellent update to the race and was a little disappointed that the 5e version went back to the earlier editions as the basis for the race. I'd tried updating the 4e version of the race before and I always felt like it was a little boring with just a number of spells to represent their 4e encounter powers in a fashion similar to the tiefling. Now with the release of Volo's guide, we have the updated Aasimar with what I consider one of the coolest abilities of any race, the ability to unleash their divine heritage for a limited time each day. I've taken that ability and adapted it to the genasi, each elemental soul is able to unleash their elemental power in different ways depending on which element they represent.
These are more of a spiritual successor than a direct translation of the 4e version. I'm still working on the elemental empowerment traits, and some abilities I've kept from 5e. Most of the power of the race comes from the subrace with only a few basic traits for the base stats. The abilities of the firesoul and windsoul are directly taken from the aasimar subraces with just a change in damage type. The watersoul ability is a mix of the 4e power and the sea sorcerer's ability at 14th level, although it doesn't take half damage from opportunity attacks. Unlike the other elemental souls, it also doesn't provide a damage boost, instead being all about mobility.
Ability score increases were based on the traits from 4e. They gained +2 Strength and Intelligence in 4e so I increased both abilities by +1 for the 5e version. For the subrace, the ability increases were based on their bonus inherent in the subrace. A bonus to fortitude became a +1 Constitution modifier whereas a bonus to reflex became a +1 Dexterity modifier.
Base Genasi Traits
Ability Score Increase: Your Strength and Intelligence each increase by 1.
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.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Primordial.
Earthsoul
Ability Score Increase: Your Constitution score increases by 1.
Elemental Resistance: You have advantage on saving throws against poison, and you have resistance against poison damage.
Earth Walk: You ignore difficult terrain caused by earth and stone.
Earth Shock: Starting at 3rd level you can use your action to cause the very ground you walk on to rise up in your defence.
Your transformation lasts for 1 minute or until you end it as a bonus action. When you activate Earth Shock, each creature within 5 feet of you must make a Strength saving throw or be knocked prone. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier.
During your transformation, creatures other than yourself treat the ground within 5 feet of you as difficult terrain. In addition, once on each of your turns, you can deal extra bludgeoning damage to one target when you deal damage to it with an attack or a spell. The extra bludgeoning damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Firesoul
Ability Score Increase: Your Dexterity score increases by 1.
Elemental Resistance: You have resistance to fire damage
Fire Pulse: Starting at 3rd level you can use your action to unleash a pulse of fire from yourself, causing searing flames to shroud your body and threaten to turn you to ash.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Stormsoul
Ability Score Increase: Your Constitution score increases by 1.
Elemental Resistance: You have resistance to lightning and thunder damage.
Promise of Storm: Starting at 3rd level, you can use your action to unleash the power of the storm within yourself, causing lighting to arc from your body.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra lightning or thunder damage to one target when you deal damage to it with an attack or a spell. The extra lightning or thunder damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Watersoul
Ability Score Increase: Your Wisdom score increases by 1.
Amphibious: You can breathe air and water.
Elemental Resistance: You have resistance to cold damage.
Swim: You have a swimming speed of 30 feet.
Swiftcurrent: Starting at 3rd level, you can use your action to cause your form to ripple like water as you flow forward, whipping past enemies and rubble in a graceful surge.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you ignore difficult terrain, can move across liquid surfaces, and you can move through enemy spaces but can’t willingly end your move there. While moving, you take no damage if the surface or substance you move across would ordinarily deal damage to you.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Once you use this trait, you can’t use it again until you finish a long rest.
Windsoul
Ability Score Increase: Your Dexterity score increases by 1.
Unending Breath: You can hold your breath indefinitely while you are not incapacitated.
Elemental Resistance: You have resistance to cold damage.
Windwalker: Starting at 3rd level, you harness the power of the winds. Air swirls about you, lifting you from the earth while buffeting your foes.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flight speed of 30 feet and, once on each of your turns, you can deal extra bludgeoning damage to one target when you deal damage to it with an attack or a spell. The extra bludgeoning damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
These are more of a spiritual successor than a direct translation of the 4e version. I'm still working on the elemental empowerment traits, and some abilities I've kept from 5e. Most of the power of the race comes from the subrace with only a few basic traits for the base stats. The abilities of the firesoul and windsoul are directly taken from the aasimar subraces with just a change in damage type. The watersoul ability is a mix of the 4e power and the sea sorcerer's ability at 14th level, although it doesn't take half damage from opportunity attacks. Unlike the other elemental souls, it also doesn't provide a damage boost, instead being all about mobility.
Ability score increases were based on the traits from 4e. They gained +2 Strength and Intelligence in 4e so I increased both abilities by +1 for the 5e version. For the subrace, the ability increases were based on their bonus inherent in the subrace. A bonus to fortitude became a +1 Constitution modifier whereas a bonus to reflex became a +1 Dexterity modifier.
Base Genasi Traits
Ability Score Increase: Your Strength and Intelligence each increase by 1.
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.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Primordial.
Earthsoul
Ability Score Increase: Your Constitution score increases by 1.
Elemental Resistance: You have advantage on saving throws against poison, and you have resistance against poison damage.
Earth Walk: You ignore difficult terrain caused by earth and stone.
Earth Shock: Starting at 3rd level you can use your action to cause the very ground you walk on to rise up in your defence.
Your transformation lasts for 1 minute or until you end it as a bonus action. When you activate Earth Shock, each creature within 5 feet of you must make a Strength saving throw or be knocked prone. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier.
During your transformation, creatures other than yourself treat the ground within 5 feet of you as difficult terrain. In addition, once on each of your turns, you can deal extra bludgeoning damage to one target when you deal damage to it with an attack or a spell. The extra bludgeoning damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Firesoul
Ability Score Increase: Your Dexterity score increases by 1.
Elemental Resistance: You have resistance to fire damage
Fire Pulse: Starting at 3rd level you can use your action to unleash a pulse of fire from yourself, causing searing flames to shroud your body and threaten to turn you to ash.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Stormsoul
Ability Score Increase: Your Constitution score increases by 1.
Elemental Resistance: You have resistance to lightning and thunder damage.
Promise of Storm: Starting at 3rd level, you can use your action to unleash the power of the storm within yourself, causing lighting to arc from your body.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra lightning or thunder damage to one target when you deal damage to it with an attack or a spell. The extra lightning or thunder damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Watersoul
Ability Score Increase: Your Wisdom score increases by 1.
Amphibious: You can breathe air and water.
Elemental Resistance: You have resistance to cold damage.
Swim: You have a swimming speed of 30 feet.
Swiftcurrent: Starting at 3rd level, you can use your action to cause your form to ripple like water as you flow forward, whipping past enemies and rubble in a graceful surge.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you ignore difficult terrain, can move across liquid surfaces, and you can move through enemy spaces but can’t willingly end your move there. While moving, you take no damage if the surface or substance you move across would ordinarily deal damage to you.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Once you use this trait, you can’t use it again until you finish a long rest.
Windsoul
Ability Score Increase: Your Dexterity score increases by 1.
Unending Breath: You can hold your breath indefinitely while you are not incapacitated.
Elemental Resistance: You have resistance to cold damage.
Windwalker: Starting at 3rd level, you harness the power of the winds. Air swirls about you, lifting you from the earth while buffeting your foes.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flight speed of 30 feet and, once on each of your turns, you can deal extra bludgeoning damage to one target when you deal damage to it with an attack or a spell. The extra bludgeoning damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
Last edited: