Homebrew Chaos Spirit Species Details
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 spirits are one such people, the offspring of black holes.
The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, endless seas, and now the vacuum of space make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.
During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are spirits: individuals with ties to two worlds, yet belonging to neither. Some spirits are born of mortal–genie unions, others have two spirits as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.
Occasionally, spirits result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as spirits.
Heirs to Elemental Power
Spirits inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each spirits, often as magical power.
Seen in silhouette, a spirit can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given spirit might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Spirits almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their spirits children at all.
Some spirits live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few spirits leave the Material Plane to find refuge in the households of their genie parents.
Wild and Confident
Spirits rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one spirit and as arrogance in another. Such self- confidence can sometimes blind spirits to risk, and their great plans often get them and others into trouble.
Too much failure can chip away at even a spirit's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.
Spirit Lands
As rare beings, spirits might go their entire lives without encountering another one of their kind. There are no great spirit cities or empires. Spirit seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many spirits lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.
Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best spirits can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.
Facing a hard life, these spirits seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.
Chaos Spirit Traits
Like most spirits, there are certain traits that bond them.Languages
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Event Horizon
When the player has reached 0 hp, they're able to make a CON save and on a successful save (17 or above), they can roll 2d20 to get health back, and on their next turn they have a promised critical roll on an attack.
Ability Score Increase
Your Constitution score increases by 2.
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.
Alignment
Independent and self-reliant, genasi tend toward a neutral alignment.
Size
Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
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