I was talking with my DM about genasi, and we both agreed they were underpowered next to the other planetouched, aasimar and tieflings. Air and earth genasi in particular stuck out as being extremely bad.
We quickly threw this genasi revamp together, using the tiefling as a template, but also taking into account the new racial UA, and the changes it's made to how races are implemented. I'm wondering if people think it's balanced or overpowered?
Genasi Traits
Ability Score Increase
When you determine your ability scores, increase one of those scores by 2, and increase a different one by 1. These increases can’t raise a score above 20. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. If you are replacing your race with a lineage, replace any Ability Score Increases you previously had with these.
This was done to match the new UA lineages. I don't like it, but this is clearly the new design philosophy for races going forwards.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Once again done to match the new lineages. Imo it makes sense, as planetouched will rarely be brought up in exclusively planetouched communities.
Speed
Your base walking speed is 30 feet.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Your creature type is both Humanoid and Elemental.
Added elemental as a dual creature type, to match the new lineages.
Size
Genasi are as varied as their mortal parents. Your size is Medium or Small (choose when you gain this lineage).
As planetouched can be born to many races, I've added the choice of medium or small.
Air Genasi
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance
You have resistance to Lightning damage or thunder damage (choose when you gain this lineage).
Added this to match the Djinni, and to bring the air genasi more in line with other lineages such as fire genasi and tieflings.
Mingle with the Wind
You know the Gust cantrip. Once you reach 3rd level you can cast Zephyr Strike, without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level you can cast Levitate without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. You can also cast these spells using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
I added gust as the basic elemental manipulation cantrip, and added Zephyr Strike as a 1st level spell. The use of spell slots, as well as the choice of spellcasting modifier is done to match post Tasha's feats and races.
Earth Genasi
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.
It seemed odd that an earth themed races couldn't see underground.
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.
Burrow
You have a burrow speed of 15ft, and leave behind a 5-foot-diameter tunnel in your wake.
I'm not sure about the balance of this one. I'm worried that a burrow speed is too strong, as no other playable race has it. It's thematic though.
Merge with Stone
You know the Mould Earth cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
I've added the mould earth elemental manipulation cantrip.
Fire Genasi
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 Control Flames cantrip. Once you reach 3rd level you can cast Burning Hands, without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level you can cast flame blade without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. You can also cast these spells using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
I switched out produce flame with control flames, as it's the basic manipulation cantrip. I've followed the tiefling layout for this one, and given the fire genasi a 2nd level spell learnt at 5th level in addition to a 1st level spell at 3rd level.
Water Genasi
Acid Resistance
You have resistance to acid damage or cold damage (choose when you pick this lineage).
Water genasi is unchanged, but I would have preferred resistance to cold. It makes sense for the cold depths of the ocean. However the DM preferred acid resist.
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. Once you reach 3rd level you can cast Create or Destroy Water, without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
What are peoples thoughts? Is it balanced or overpowered?
Edits:
V1.1
- Specified leaving behind a 5ft tunnel when using burrow speed for earth genasi.
V1.2
- Removed earth tremor from the earth genasi. Combined with the burrow speed, it was just too much.
- Gave the option for air and water genasi to pick their resistances when they choose the lineage. (Lighting/Thunder and Acid/Cold respectively. This matches the damage types which their genie relatives have available.
- Replaced featherfall with zephyr strike, and returned levitate for the air genasi. It was coming out too weak still, so adding the extra spell bumped it up towards the average.
It feels a bit odd that only the Fire Genasi get a spell at fifth level. Maybe give the others a spell at fifth level. Maybe Warding Wind or Gust of Wind for the Air Genasi, Tidal Wave or Water Walk for Water Genasi (I know they are 3rd level spells but nothing really fits thematically for them in the list of 2nd level spells), and Maximilian's Earthen Grasp for Earth Genasi.
Also, if you think that the Burrow speed might be too much for the Earth Genasi but still want to add something more to them , you could give them the Sure-Footed ability from the Dao.
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
This looks pretty good though i still don´t see ones concern about the burrow speed it leaves behind a tunnel by default meaning people can follow you if you burrow.
It feels a bit odd that only the Fire Genasi get a spell at fifth level. Maybe give the others a spell at fifth level. Maybe Warding Wind or Gust of Wind for the Air Genasi, Tidal Wave or Water Walk for Water Genasi (I know they are 3rd level spells but nothing really fits thematically for them in the list of 2nd level spells), and Maximilian's Earthen Grasp for Earth Genasi.
Also, if you think that the Burrow speed might be too much for the Earth Genasi but still want to add something more to them , you could give them the Sure-Footed ability from the Dao.
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Each was meant to get 5 features (which thinking about it I've missed with the air genasi.) Fire got darkvision and fire resist, and so needed three spells. Water and earth have three features and two spells.
The default tiefling has two features and three spells.
I should probably think of something for air genasi to bring it in line.
I like the idea of the sure footed feature instead of a burrow speed. I'll have to debate with the DM, as he likes the burrow speed idea. Clarifying that the burrow leaves behind a 5x5 tunnel could also maybe balance it?
Ive been trying to work my abilities/spells into all being short rest or always accessible...they are after all RACIAL and hence ingrained traits. Im using Detect Greater Balance and using the Aasimar as a guide but havent got it right yet...a little too strong. These are promising but like tiefling remain wrong in my opinion with LR traits.
Ive been trying to work my abilities/spells into all being short rest or always accessible...they are after all RACIAL and hence ingrained traits. Im using Detect Greater Balance and using the Aasimar as a guide but havent got it right yet...a little too strong. These are promising but like tiefling remain wrong in my opinion with LR traits.
Trouble is that's extremely powerful when it comes to spells. Even dedicated casting classes don't regain most of their spells on a short rest.
I like what the post Tasha's feats/races do, and allow you to cast both once per long rest, and via any spell slots you have.
Ive been trying to work my abilities/spells into all being short rest or always accessible...they are after all RACIAL and hence ingrained traits. Im using Detect Greater Balance and using the Aasimar as a guide but havent got it right yet...a little too strong. These are promising but like tiefling remain wrong in my opinion with LR traits.
Trouble is that's extremely powerful when it comes to spells. Even dedicated casting classes don't regain most of their spells on a short rest.
I like what the post Tasha's feats/races do and allow you to cast both once per long rest, and via any spell slots you have.
Totally agree. Just think that if its innate...its innate.
How are you scoring dual creature type in Detect Greater Balance? Are there enough effects that only work on elementals that this gets you some negative points to play with?
With Burrow, you may want to consider just having the tunnel fill in behind them as they move, as they displace the earth into the place they once were. This should bring burrow down to the point range of the climb speeds in DGB, in terms of how it affects tactics on the battlemap and getting around the DMs obstacles. And you should specify the types of terrain, e.g., you can burrow through earth or sand with this feature, so you don't have folks trying to burrow through your fortress wall, or you at least have the OPTION to be like, oh no i'm sorry this tunnel is made of calcified dragonglass, far too dense for your genasi to burrow into.
Although one of the other commenters idea of the Sure-Footed trait is a great one... have you calculated it on DGB yet?
How are you scoring dual creature type in Detect Greater Balance? Are there enough effects that only work on elementals that this gets you some negative points to play with?
With Burrow, you may want to consider just having the tunnel fill in behind them as they move, as they displace the earth into the place they once were. This should bring burrow down to the point range of the climb speeds in DGB, in terms of how it affects tactics on the battlemap and getting around the DMs obstacles. And you should specify the types of terrain, e.g., you can burrow through earth or sand with this feature, so you don't have folks trying to burrow through your fortress wall, or you at least have the OPTION to be like, oh no i'm sorry this tunnel is made of calcified dragonglass, far too dense for your genasi to burrow into.
Although one of the other commenters idea of the Sure-Footed trait is a great one... have you calculated it on DGB yet?
What exactly is this detect greater balance people keep mentioning?
With the burrow, I like the idea of it only being available in sand, earth, or mud. As burrowing through dungeon walls would break the encounters were quickly.
However the reason I want the tunnel to stay open is to allow enemies to walk into the tunnel and hit the guy digging. Otherwise you have what's essentially moving invulnerability. Where you can emerge from the ground, smack things, and go back under. Meaning that you can do damage while not taking any at all in return.
Cheers! That's a really interesting resource! Looking at how the races are rated... ouch those poor genasi. Considered the worst race in the game.
I plugged the changes I'd made into it. Air genasi still came out weak, while earth genasi was way too powerful. I've done some more changes which I'll update this thread with. It brings both more towards the midpoint.
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I was talking with my DM about genasi, and we both agreed they were underpowered next to the other planetouched, aasimar and tieflings. Air and earth genasi in particular stuck out as being extremely bad.
We quickly threw this genasi revamp together, using the tiefling as a template, but also taking into account the new racial UA, and the changes it's made to how races are implemented. I'm wondering if people think it's balanced or overpowered?
Genasi Traits
Ability Score Increase
When you determine your ability scores, increase one of those scores by 2, and increase a different one by 1. These increases can’t raise a score above 20. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. If you are replacing your race with a lineage, replace any Ability Score Increases you previously had with these.
This was done to match the new UA lineages. I don't like it, but this is clearly the new design philosophy for races going forwards.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Once again done to match the new lineages. Imo it makes sense, as planetouched will rarely be brought up in exclusively planetouched communities.
Speed
Your base walking speed is 30 feet.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Your creature type is both Humanoid and Elemental.
Added elemental as a dual creature type, to match the new lineages.
Size
Genasi are as varied as their mortal parents. Your size is Medium or Small (choose when you gain this lineage).
As planetouched can be born to many races, I've added the choice of medium or small.
Air Genasi
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance
You have resistance to Lightning damage or thunder damage (choose when you gain this lineage).
Added this to match the Djinni, and to bring the air genasi more in line with other lineages such as fire genasi and tieflings.
Mingle with the Wind
You know the Gust cantrip. Once you reach 3rd level you can cast Zephyr Strike, without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level you can cast Levitate without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. You can also cast these spells using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
I added gust as the basic elemental manipulation cantrip, and added Zephyr Strike as a 1st level spell. The use of spell slots, as well as the choice of spellcasting modifier is done to match post Tasha's feats and races.
Earth Genasi
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.
It seemed odd that an earth themed races couldn't see underground.
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.
Burrow
You have a burrow speed of 15ft, and leave behind a 5-foot-diameter tunnel in your wake.
I'm not sure about the balance of this one. I'm worried that a burrow speed is too strong, as no other playable race has it. It's thematic though.
Merge with Stone
You know the Mould Earth cantrip. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
I've added the mould earth elemental manipulation cantrip.
Fire Genasi
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 Control Flames cantrip. Once you reach 3rd level you can cast Burning Hands, without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level you can cast flame blade without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. You can also cast these spells using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
I switched out produce flame with control flames, as it's the basic manipulation cantrip. I've followed the tiefling layout for this one, and given the fire genasi a 2nd level spell learnt at 5th level in addition to a 1st level spell at 3rd level.
Water Genasi
Acid Resistance
You have resistance to acid damage or cold damage (choose when you pick this lineage).
Water genasi is unchanged, but I would have preferred resistance to cold. It makes sense for the cold depths of the ocean. However the DM preferred acid resist.
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. Once you reach 3rd level you can cast Create or Destroy Water, without expending a spell slot, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this lineage).
What are peoples thoughts? Is it balanced or overpowered?
Edits:
V1.1
- Specified leaving behind a 5ft tunnel when using burrow speed for earth genasi.
V1.2
- Removed earth tremor from the earth genasi. Combined with the burrow speed, it was just too much.
- Gave the option for air and water genasi to pick their resistances when they choose the lineage. (Lighting/Thunder and Acid/Cold respectively. This matches the damage types which their genie relatives have available.
- Replaced featherfall with zephyr strike, and returned levitate for the air genasi. It was coming out too weak still, so adding the extra spell bumped it up towards the average.
It feels a bit odd that only the Fire Genasi get a spell at fifth level. Maybe give the others a spell at fifth level. Maybe Warding Wind or Gust of Wind for the Air Genasi, Tidal Wave or Water Walk for Water Genasi (I know they are 3rd level spells but nothing really fits thematically for them in the list of 2nd level spells), and Maximilian's Earthen Grasp for Earth Genasi.
Also, if you think that the Burrow speed might be too much for the Earth Genasi but still want to add something more to them , you could give them the Sure-Footed ability from the Dao.
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
This looks pretty good though i still don´t see ones concern about the burrow speed it leaves behind a tunnel by default meaning people can follow you if you burrow.
Check out my homebrew subclasses spells magic items feats monsters races
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Each was meant to get 5 features (which thinking about it I've missed with the air genasi.) Fire got darkvision and fire resist, and so needed three spells. Water and earth have three features and two spells.
The default tiefling has two features and three spells.
I should probably think of something for air genasi to bring it in line.
I like the idea of the sure footed feature instead of a burrow speed. I'll have to debate with the DM, as he likes the burrow speed idea. Clarifying that the burrow leaves behind a 5x5 tunnel could also maybe balance it?
Ive been trying to work my abilities/spells into all being short rest or always accessible...they are after all RACIAL and hence ingrained traits. Im using Detect Greater Balance and using the Aasimar as a guide but havent got it right yet...a little too strong. These are promising but like tiefling remain wrong in my opinion with LR traits.
Trouble is that's extremely powerful when it comes to spells. Even dedicated casting classes don't regain most of their spells on a short rest.
I like what the post Tasha's feats/races do, and allow you to cast both once per long rest, and via any spell slots you have.
Totally agree. Just think that if its innate...its innate.
How are you scoring dual creature type in Detect Greater Balance? Are there enough effects that only work on elementals that this gets you some negative points to play with?
With Burrow, you may want to consider just having the tunnel fill in behind them as they move, as they displace the earth into the place they once were. This should bring burrow down to the point range of the climb speeds in DGB, in terms of how it affects tactics on the battlemap and getting around the DMs obstacles. And you should specify the types of terrain, e.g., you can burrow through earth or sand with this feature, so you don't have folks trying to burrow through your fortress wall, or you at least have the OPTION to be like, oh no i'm sorry this tunnel is made of calcified dragonglass, far too dense for your genasi to burrow into.
Although one of the other commenters idea of the Sure-Footed trait is a great one... have you calculated it on DGB yet?
What exactly is this detect greater balance people keep mentioning?
With the burrow, I like the idea of it only being available in sand, earth, or mud. As burrowing through dungeon walls would break the encounters were quickly.
However the reason I want the tunnel to stay open is to allow enemies to walk into the tunnel and hit the guy digging. Otherwise you have what's essentially moving invulnerability. Where you can emerge from the ground, smack things, and go back under. Meaning that you can do damage while not taking any at all in return.
Sorry brother I misread and thought you were the one who brought up DGB, which is why I asked. Thanks for the info, regardless! Cool stuff!
https://docs.google.com/spreadsheets/d/1XQ9shwsH5tu2s4Nt4J2Lie-pY4_G8CYhjB-yuJ7FlTk/htmlview#
Cheers! That's a really interesting resource! Looking at how the races are rated... ouch those poor genasi. Considered the worst race in the game.
I plugged the changes I'd made into it. Air genasi still came out weak, while earth genasi was way too powerful. I've done some more changes which I'll update this thread with. It brings both more towards the midpoint.