Homebrew Conjuration Genasi Species Details

Tracing their powers to the lingering effects of 9th level or higher spells. they can tap into the power of one of the Magical Schools. Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, and Transmutation — these are the pillars of the Weave and the types of non- elemental genasi. Some genasi are direct descendants of a Beings that breathes Magic, while others were born to non-genasi parents who lived near a place suffused by high level magic.

A typical genasi has a life span of 120 years

Conjuration genasi channel the productive and creative nature of Conjuration. They show their heritage in their Magical Szuldar, which are the magical lines on their body, not too dissimilar to a spell Scroll. Their skin appears as that of a human, the only oddity about them is their Spectral limbs they are seemingly able to create around them. powerful spell casters that happen to be Conjuration genasi use their spectral limbs to aid them with Somatic components for spells.

(inspired by the "The Problem with Genasi in D&D" by Pointy Hat on YT)

(Art by antodemico on Twitter now known as X)

 

Conjuration Genasi Traits

the Genasi has the following Traits due to their lingering effects:

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.

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 School of Illusion make your darkvision unusual: everything you see in darkness is in a shade of dark blue.

Conjurer's Creations.

You know the Mage Hand cantrip. You can cast the Ice Knife spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Your spellcasting ability for these spells are Intelligence, Wisdom, or Charisma (your choice).

Ability Score Increase.

Your Constitution score increases by 2, and your Intelligence, Wisdom, or Charisma score increases by 1.

Spectral Somatics.

When casting a spell with Somatic components, you can use your Spectral Limbs to help with the Casting, making you always meet the requirement, even whilst grappled. Your spells may also be cast from the Spectral Limbs.

Spectral Limbs.

You can Summon Limbs of yourself (Arms, Legs, etc.) within 10 feet of yourself, you can Summon as many Limbs as you wish, as long as the amount is equal or lower to your proficiency modifier. you can Summon your limbs as a bonus action. and you can allow your Spectral Limbs to act out your bonus actions.

  • the Spectral Limbs can move 10 feet each turn on their own
  • you can use a bonus action to make the Spectral Limbs attack. they deal 1d4 plus your Intelligence, Wisdom, or Charisma modifiers (your choice)
  • they are not affected by a martial arts dice increase, but they can act out flurry of blows
  • each arm makes their own attack, but only one can benefit from flurry of blows per round

 

Languages.

You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Comments

Posts Quoted:
Reply
Clear All Quotes