Prerequisite: Genasi race
Rarely, genasi may manifest latent elemental bloodlines or somehow become something greater due to exposure to the other elements, blending and increasing their natural, inborn abilities. Alternatively, a genasi may develop abilities associated with either the positive or negative energy, either sporadically or due to their actions. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- Choose a genasi subrace other than the one(s) you already possess, gaining all of the subrace features(excluding ability score increases, darkvision, and languages) that subrace provides. Depending on your current subraces of genasi, your appearance may change and you gain the following benefits:
Ice(Water and Air): You gain resistance to cold damage. You ignore penalties of lightly and heavily obscured areas created by snowfall, blizzards, and similar phenomena.
Clay(Water and Earth): As an action, you magically replicate the effects of Alter Self spell, but can only choose the Change Appearance option. You do not need to concentrate on the effect to sustain it.
Smoke(Air and Fire): You ignore penalties of lightly and heavily obscured areas created by fog, clouds, or similar phenomena. If such an area would force you to make a saving throw, you have advantage on it.
Magma(Earth and Fire): When you finish a long rest, you gain a shield of cooled magma on the surface of your skin. The shield has an amount of health equal to your character level. While the shield persists, creatures that hit you with a melee attack take fire damage equal to your Constitution modifier. - Alternatively, if you are level 12 or higher, you can choose either the positive or negative energy plane instead of choosing a genasi subrace. Depending on your current subrace(s) of genasi and this selection, you gain the following features(Constitution is your spellcasting ability for any spell learned from this feat):
Steam(Positive and Water): You learn the Gaseous Form spell, and you can cast it once per short or long rest at its base level without expending a spell slot. When you cast this spell, target's speed isn't reduced to 10 feet.
Storm(Positive and Air): You gain resistance to thunder damage. You learn the Call Lightning spell, and you can it once per long rest at its base level without expending a spell slot. When you cast this spell, you are the point of origin of lightning, and affects creatures within 10 feet of the target point instead of 5 feet.
Mineral(Positive and Earth): You learn the Erupting Earth, and you can cast it once per long rest at its base level without expending a spell slot. When you cast this spell, medium or smaller creatures in the area that fail the saving throw are restrained. They can use their action to make a Strength check, ending the condition on themselves on success.
Radiance(Positive and Fire): You lean the Daylight spell, and you can cast it once per long rest at its base level without expending a spell slot. When you cast this spell, it produces sunlight in the area of bright light. As a reaction to a creature ending its turn in bright light, you can remove one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Salt(Negative and Water): You learn the Slow spell, and you can cast it once per long rest at its base level without expending a spell slot. When you cast this spell, creatures that fail the saving throw against it also suffer a -2 penalty to Strength and Constitution saving throws.
Vacuum(Negative and Air): You learn the Silence spell, and you can cast it once per long rest at its base level without expending a spell slot. When you cast this spell, creatures in the area are unable to breathe, non-magical fire is snuffed out and cannot be lit, and flying creatures which cannot hover that enter the area or start their turn there immediately fall prone.
Dust(Negative and Earth): You learn the Transmute Rock spell, and you can cast it once per long rest at its base level without expending a spell slot. When you cast this spell, you can turn the mud or rock into dust, destroying it and creating a 60-foot cube of heavily obscured area in its place for 1 minute which can be dispersed by a wind of moderate or greater speed.
Ash(Negative and Fire): You learn the Stinking Cloud, and you can cast it once per long rest at its base level without expending a spell slot. When you cast this spell, creatures that enter the area for the first time on a turn or start their turn there take 3d8 fire damage. You are immune to this spell when you cast it.
You can select this feat multiple times. Each time you do so, you must make a different selection.
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