I am looking at an air genasi to play as a monk, but some of it seems kind of lame. It has no cool features that really make it stand out as a race. My DM is open to modifications to the race, so what should i add to make it more fun to play?
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I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
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Your Constitution score increases by 2, which is one extra HP per level and +1 on all Constitution saving throws. Plus your Dexterity score increases by 1, and that’s an important score for monks. Holding your breath indefinitely isn’t huge, but it effectively lets you breathe water which can be useful on a situational basis. And Levitate can be used for exploration or combat. It’s a great way to lift a melee opponent 20’ up in the air where he can’t attack effectively so that your allies can turn him into a pincushion. Plus it’s incredibly useful for exploration in a lot of adventures and you’ll use it for that more often than you think.
I happen to play one and I love it. Levitate is better than you think. Few enemies can touch you when you float in the air and throw shurikens at them.
I would replace levitate with a once per day encounter flight ability similar to the aasimar. Why the air genasi doesn't have any abilities related to flight has always been a missed opportunity imo.
I think air is mostly about movement and speed, so I would try to replace the "Mingle with the Wind" feature with some "air" related abilities that can be actively used and don't grant too powerful benefits. Maybe something like this.
Mingle with the Wind
Your elemental heritage allows you to infuse yourself with the strength and speed of the wind. You gain the following active abilities and can use them in any combination up to your constitution modifier times per day (minimum of once). (So, the limit is for all abilities combined, not CON times each)
Windwalk
As a bonus action you can cause your body to become light like a feather and driven as much by your will as by your muscles. For one minute or until you lose concentration (works like a concentration spell) your movement speed increases by 10 feet and you can walk across difficult terrain, brittle surfaces and even liquids as if they were normal, solid ground. While this ability is active, you do not leave any footprints on the ground.
High Jump
As a Free Action, you can jump up to your constitution modifier x 10 feet vertically into the air or up to your constitution modifier times 15 feet in any direction.
Soft Fall
If you take damage from falling, you can choose not to take any of that damage instead.
Warding Wind
As a reaction, you can impose disadvantage on any ranged attack roll targeted at you, as long as you are aware of the attacker.
Gushing Storm
You can exhale the elemental air within your lungs. All creatures in a 15 feet cone in front of you must succeed on a Strength (Athletics) check with a DC equal to your constitution score or be knocked 5 feet back and fall prone.
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I am looking at an air genasi to play as a monk, but some of it seems kind of lame. It has no cool features that really make it stand out as a race. My DM is open to modifications to the race, so what should i add to make it more fun to play?
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
- Litany Against Fear, Frank Herbert
+10 walk speed
Gust cantrip.
Replace Levitate with Gust of Wind.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Your Constitution score increases by 2, which is one extra HP per level and +1 on all Constitution saving throws. Plus your Dexterity score increases by 1, and that’s an important score for monks. Holding your breath indefinitely isn’t huge, but it effectively lets you breathe water which can be useful on a situational basis. And Levitate can be used for exploration or combat. It’s a great way to lift a melee opponent 20’ up in the air where he can’t attack effectively so that your allies can turn him into a pincushion. Plus it’s incredibly useful for exploration in a lot of adventures and you’ll use it for that more often than you think.
It’s a solid choice for your race.
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I happen to play one and I love it. Levitate is better than you think. Few enemies can touch you when you float in the air and throw shurikens at them.
I would replace levitate with a once per day encounter flight ability similar to the aasimar. Why the air genasi doesn't have any abilities related to flight has always been a missed opportunity imo.
I think air is mostly about movement and speed, so I would try to replace the "Mingle with the Wind" feature with some "air" related abilities that can be actively used and don't grant too powerful benefits. Maybe something like this.
Mingle with the Wind
Your elemental heritage allows you to infuse yourself with the strength and speed of the wind. You gain the following active abilities and can use them in any combination up to your constitution modifier times per day (minimum of once). (So, the limit is for all abilities combined, not CON times each)
Windwalk
As a bonus action you can cause your body to become light like a feather and driven as much by your will as by your muscles. For one minute or until you lose concentration (works like a concentration spell) your movement speed increases by 10 feet and you can walk across difficult terrain, brittle surfaces and even liquids as if they were normal, solid ground. While this ability is active, you do not leave any footprints on the ground.
High Jump
As a Free Action, you can jump up to your constitution modifier x 10 feet vertically into the air or up to your constitution modifier times 15 feet in any direction.
Soft Fall
If you take damage from falling, you can choose not to take any of that damage instead.
Warding Wind
As a reaction, you can impose disadvantage on any ranged attack roll targeted at you, as long as you are aware of the attacker.
Gushing Storm
You can exhale the elemental air within your lungs. All creatures in a 15 feet cone in front of you must succeed on a Strength (Athletics) check with a DC equal to your constitution score or be knocked 5 feet back and fall prone.