Homebrew Astral Gensai Species Details
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water — these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic.
A typical genasi has a life span of 120 years
Astral genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An astral genasi’s hair might blow in a phantom wind or be made entirely of smoke or vapor.
Astral Gensai Traits
Astral Genasi are descendants of those that have been lost in the Astral Sea and lost their connection to the elemental forces thats once fueled their ancestors. Now infused with the might of their own psionic energies.Ability Score Increase.
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type
You are a Humanoid
Size.
You are Medium or Small. You choose the size when you select this race.
Speed.
Your walking speed is 35 feet.
Unending Breath.
You can hold your breath indefinitely while you’re not incapacitated.
Astral Knowledge
You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain one of the following benefits.
- Melee weapons you wield are treated are treated as though they have the Light property.
- Medium and Heavy Armor you are wearing does not imposes disadvantage on Dexterity (Stealth) checks.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls
This benefits last till your next Long Rest
Touch of the Astral Plane.
- You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier) or be moved 5 feet toward or away from you. A creature can willingly fail this save. You can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
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 languages to choose from. The DM is free to modify that list for a campaign.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/27/2023 8:36:44 PM
|
8
|
1
|
1.0
|
Coming Soon
|
Comments