Genasi

Genasi is the term used to refer to the collection of Humanoids descended from Elemental creatures, such as Genies, Mephits... And Elementals, come the fuck on. They can manifest any combination of elemental traits from their ancestry, such as Lightning Genasi bearing traits of Jyoti(Positive Energy Genasi), Air Genasi(Alternatively, Sylphs), and Fire Genasi(Ifrit) together.

Genasi, collectively, are uncommon... Everywhere. Now, specific genasi are incredibly common in specific places; Earth Genasi(Oreads) are everywhere in the underdark, Undine(Water) are all over the place in the many underwater cities around Nexus... Oh, and all of them are common as shit on their own plane of existence. But very, very few places are hotbed for all genasi.

Genasi do tend towards humanoid forms, unlike some Aasimar, Elves, and Tieflings, due to the fact that Elementals don't often possess stable forms capable of mating with humanoids(Thus, those that do tend to be shapeshifted or semi-humanoid, leading to a humanoid genasi)

Genasi as DnD Characters=

Genasi as DnD Characters
Genasi gain a +1 to their Constitution, and a +2 to another ability of their choice or a +1 to two ability scores of their choice. They also gain 3 of the following features or general Planestouched Features, exactly one of which is an appropriate Soul feature. Heroic Genasi gain two additional features. A Genasi Paragon gains two more, in addition to the Dual Nature feature. An Epic Genasi then gains three additional features.

Soul Features
Cindersoul. You possess Fire Shield equal to your max hit points and Cold Shield equal to half your max hit points. You regain these shields at the end of a long rest. Taking this additional times increases the Shields by half your maximum hit points again.

Firesoul. You possess Shields against Cold and Fire each equal to half your maximum hit points, which you regain at the end of a long rest, and you may choose to deal your proficiency die of cold or fire damage to a creature when they make contact with you or a metal object you are holding(Chosen when you deal the damage). Taking this multiple times increases the die step of your additional damage by 1, and increases the Shield you gain for either Cold or Fire by half your maximum hit points.

Frostsoul. You possess Cold Shield equal to your max hit points and Fire Shield equal to half your max hit points. You regain these shields at the end of a long rest. Taking this additional times increases the Shields by half your maximum hit points again.

Normal Features
Aura of Flames. You produce an aura of fiery energy out to 10 feet per tier. When you begin your turn, each creature within this aura suffers 1d6 Cold or Fire damage(As appropriate to your Soul). If there is a standing fire producing or removing light(As appropriate to your Soul), you may also choose to double or halve the radius of it's effects. Taking this multiple times increases the damage by 2 steps.

Burning Passion. You add your Tier to your charisma modifier for the purposes of gaining benefits from a high ability modifier.

Moving Wildfire. You gain the ability to transform into pure fire as you move. When you do so, you may pass through cracks upto half an inch thick, and when you move around creatures and objects in this way, you may cause them to suffer 1d4 per Tier Cold or Fire damage, as appropriate to your Ifrit Soul. Taking this multiple times increases the damage's die by two steps.

Pyros Spellcasting. You gain Mana equal to your level, and you learn one Cold or Fire spell(As appropriate to your Soul) at each spell level, upto half your character level, rounding down. You also learn one Metamagic option of your choice. Taking this multiple times grants additional Mana equal to half your level and an additional metamagic.

Soul Features
Brightsoul. You possess Shields against Necrotic and Radiant each equal to half your maximum hit points, which you regain at the end of a long rest, and darkvision out to 60 feet. Taking this additional times increases the darkvision range by 30 feet and increases the Shields by half your maximum hit points again.

Lifesoul. You possess Shields against Necrotic and Radiant each equal to half your maximum hit points, which you regain at the end of a long rest, and additional hit points equal to your number of hit dice. Taking this additional times grants an additional hit point per hit die and increases the Shields by half your maximum hit points again.

Lightsoul. You possess Shield against Radiant damage equal to half your maximum hit points, which you regain at the end of a long rest, and Devil's Sight out to 120 feet. Taking this additional times increases the Devil's Sight range by 60 feet and increases the Shield by half your maximum hit points again.

Normal Features
Aura of Life. You project an aura of positive energy out to 10 feet per tier. Creatures of your choice which begin their turn within this aura regain [Tier]d4 hit points or automatically succeed [Tier] Death Saving Throws.

Boundless Life. You add your Tier you your constitution modifier for the purposes of gaining benefits from a high ability modifier.

Haos Spellcasting. You gain Mana equal to your level, and you learn one Creation spell at each spell level, upto half your character level, rounding down. You also learn one Metamagic option of your choice. Taking this multiple times grants additional Mana equal to half your level and an additional metamagic.

Positive Energy Channel. You gain Lay on Hands equal to twice your level. Each time you take this feature, you gain additional points equal to your level.

Undying Spark. You are proficient in Death Saving Throws. When you roll a death save which is 20 or higher, you regain hit points equal to your level. Taking this feature multiple times allows you to regain an additional die of hit points. The die's size is that of your proficiency modifier.

Soul Features
Darksoul. You possess Shield against Necrotic damage equal to half your maximum hit points, which you regain at the end of a long rest, and Devil's Sight out to 120 feet. Taking this additional times increases the Devil's Sight range by 60 feet and increases the Shield by half your maximum hit points again.

Deathsoul. You possess Shield against Necrotic damage equal to your maximum hit points, which you regain at the end of a long rest, and additional hit points equal to your number of hit dice. Taking this additional times grants an additional hit point per hit die and increases the Shield by half your maximum hit points again.

Voidsoul. You gain Shields against Necrotic and Psychic each equal to half your maximum hit points, which you regain at the end of a long rest, and 30 feet of Darkvision, your maximum hit points cannot be reduced, and you cannot be magically compelled to confusion or insanity. Taking this multiple times increases your Darkvision by 30 feet and increases the Shields by half your maximum hit points again.

Normal Features
Aura of Death. You project an aura of death to 10 feet per tier. Creatures of your choice within this aura suffer 1d4 additional necrotic damage whenever they suffer damage.

Entropic Spellcasting. You gain Mana equal to your level, and you learn one Entropic spell at each spell level, upto half your character level, rounding down. You also learn one Metamagic option of your choice. Taking this multiple times grants additional Mana equal to half your level and an additional metamagic.

Guard Against the Void. You add your Tier you your wisdom modifier for the purposes of gaining benefits from a high ability modifier.

Negative Energy Channel. You are always under the effects of Vampiric Touch. Rather than 3d6, the damage of your touch is 1d8 per Tier. Taking this multiple times increases the die step by 1.

Undying Spark. You are proficient in Death Saving Throws. When you roll a death save which is 20 or higher, you regain hit points equal to your level. Taking this feature multiple times allows you to regain an additional die of hit points. The die's size is that of your proficiency modifier.

Void Energies. When you deal Necrotic or Psychic damage, the damage is treated as both Necrotic and Psychic. Taking this multiple times increases all of this Necrotic/Psychic damage by your level.

Soul Features
Earthsoul. You possess natural Armour equal to 1/3rd your maximum hit points, which you regain at the end of a long rest, you gain a burrow speed and Earthglide which functions in packed soil and softer earthen materials, of 50 feet each, you may breathe normally in earthen environments where air is not present, and you ignore difficult terrain caused by earth and plantlife. Taking this multiple times increases your Burrow and Earthglide speeds by 10 each.

Rocksoul. You possess natural Armour equal to 1/3rd your maximum hit points, which you regain at the end of a long rest, you gain a burrow speed and Earthglide which functions in worked or unworked stone and softer earthen materials, of 30 feet each, and you may breathe normally in earthen environments where air is not present. Taking this multiple times increases your Burrow and Earthglide speeds by 10 each.

Sandsoul. You possess natural Armour equal to 1/3rd your maximum hit points, which you regain at the end of a long rest, you gain a fly speed. burrow speed, and Earthglide which functions in packed sands and softer earthen materials, of 30 feet each, and you may breathe normally in earthen environments where air is not present. Taking this multiple times increases your Fly, Burrow, and Earthglide speeds by 10 each.

Normal Features
Aura of Softened Stone. You project an aura out to 30 feet per tier which softens the earth. When a creature suffers fall damage within this radius, you may choose to halve it. In addition, while creatures of your choice, including yourself, are moving stealthily across earthen materials within this aura, they gain a +5 bonus to their Stealth checks. Taking this multiple times increases the bonus by your Tier.

Might of the Earth. You add your Tier to your strength modifier for the purposes of gaining boons from a high ability modifier.

Rock Hard. You add your Tier you your constitution modifier for the purposes of gaining benefits from a high ability modifier.

Stoneskin. You increase your natural Armour by another 3rd of your maximum hit points. Taking this multiple times grants further natural Armour equal to 1/3rd of your maximum hit points.

Terran Spellcasting. You gain Mana equal to your level, and you learn one Earth spell at each spell level, upto half your character level, rounding down. You also learn one Metamagic option of your choice. Taking this multiple times grants additional Mana equal to half your level and an additional metamagic.

Soul Features
Skysoul. You gain a fly speed of 60 feet, may hover, and do not suffer any ill effects due to high altitudes. Taking this multiple times increases this speed by 10 feet and grants Shields against lightning and thunder equal to half your maximum hit points.

Stormsoul. You gain a fly speed of 40 feet, Shields against lightning and thunder damage each equal to half your maximum hit points, and your vision and hearing cannot be obstructed due to rain, lightning, or other weather phenomena. Taking this multiple times increases your speeds by 5 feet, and increases the Shields by half your maximum hit points again.

Windsoul. You gain a fly speed of 40 feet, may hover, and cannot be moved or have your movement impeded against your will by wind, thunder, or weatherlike phenomena. Taking this multiple times grants Shields against lightning and thunder equal to half your maximum hit points.

Normal Features
Aura of Flowing Wind. You project an aura out to 30 feet per tier. You may control the speed and direction of the wind within this aura as per the Control Winds spell. These effects are applied as normal, or you may choose to impose the inverted effects(Such as using Gusts to grant advantage to ranged attacks). Taking this multiple times increases the magnitude of each of the effects by 1(Such as requiring 2 additional feet of movement per foot moved against a strong wind, an extra 20 feet-jump with Updraft, etc.)

Flow Like the Wind. You add your Tier you your dexterity modifier for the purposes of gaining benefits from a high ability modifier.

Ventus Spellcasting. You gain Mana equal to your level, and you learn one Weather or Wind spell at each spell level, upto half your character level, rounding down. You also learn one Metamagic option of your choice. Taking this multiple times grants additional Mana equal to half your level and an additional metamagic.

Wind Ripper. As an action, you may create a whipping wind around yourself or a creature within 60 feet, which remains until the end of your next turn. This ability does not function if there is no air around the target. The wind causes a 5-foot radius around the creature to become difficult terrain, and every 5 feet moved within this radius causes the creature to suffer slashing damage equal to a number of d4's equal to your Tier. You may choose to also deal this damage to the target when you summon this wind. Taking this multiple times increases the damage die step by 1.

Soul Features
Depthsoul. You possess natural Armour equal to 1/3rd your maximum hit points, suffer no damage or penalties from being underwater, regardless of depth, you may breathe underwater, you gain a swim speed of 40 feet and an Aquatic Tremorsense equal to twice your Swim Speed. Taking this multiple times increases the swim speed by 10.

Tidesoul. You possess natural Armour equal to 1/3rd your maximum hit points, suffer no damage or penalties from being underwater, regardless of depth, you may breathe underwater, and you gain a swim speed of 60 feet. Taking this multiple times increases the swim speed by 10 feet and grants Shield against Acid, Cold, or Fire equal to half your maximum hit points.

Rimesoul. You possess natural Armour equal to 1/3rd your maximum hit points, you may breathe underwater, you gain a swim speed of 40 feet, and you may consider any water-based liquids as a solid surface, and walk across them using your walking or swimming speed. Taking this multiple times grants Shield against Acid, Cold, or Fire equal to half your maximum hit points.

Normal Features
Aquos Spellcasting. You gain Mana equal to your level, and you learn one Ice or Water spell at each spell level, upto half your character level, rounding down. You also learn one Metamagic option of your choice. Taking this multiple times grants additional Mana equal to half your level and an additional metamagic.

Aura of Breathing Waters. Water within 15 feet per tier of you becomes nurturing to life in the same manner as air. Creatures within the water within this radius may breathe underwater, and increases your and their swimming speeds by 10 feet. Taking this multiple times increases the magical bonus to swim speeds by 5 feet.

Clear Mind. You add your Tier to your wisdom modifier for the purposes of gaining benefits from a high ability modifier.

Flowing River Body. You add your Tier to your dexterity modifier for the purposes of gaining benefits from a high ability modifier.

Living Waters. When you take an action fully submerged in water, you may cause the waters to whirl around you, causing them to become difficult terrain, and causes 1d4 slashing damage per Tier to creatures which pass through the area within 5 feet of you. Each time you take this Feature, you increase the radius by 5 feet and improve the die step by 1.

Otherworldly Features

 * -|Genasi as FATE Characters=Sample Stuff