Genasi are creatures in the Dungeons & Dragons fantasy role-playing game. They are planetouched, being mortal creatures who have in their veins some blood of creatures from one of the Inner Planes. In the Planescape campaign setting, they are available as a race for player characters. Genasi are also featured as a character race in the Forgotten Realms campaign setting.
It is important to note that genasi who come from a different elemental stock show different powers and abilities. The most common genasi by far are the ones who are related to the four classical elements: air, earth, fire and water, though para-elemental genasi do exist.
Heirs to the open sky and wild blue yonder, air genasi are descendants of djinn, sylphs, and other inhabitants of the Elemental Plane of Air. Such pairings are very rare, but there are occasions when exceptional humans are chosen as mates. Also known as wind dukes, air genasi, like most elemental planetouched, are viewed as aliens because of their elemental heritage and disliked for their distant and arrogant nature. Though they have high ideals and stormy tempers, they can be quite gentle and friendly to those who manage to meet their standards.
Personality: Air genasi are quite used to looking down on everyone and seem to manage this even when standing on the ground. Having no need to breathe, they see such waste of air an affront to its purity, and their disdain in the “faults” of others only grows from there. The self-styled wind dukes are seen by most folk as haughty and self-important, but are well respected within the Elemental Plane of Air for their heritage. Elsewhere, however, they are viewed much as other genasi, which is an affront to their egos. Air genasi are wild and carefree; their temper often shifts between a calm breeze and a raging tempest seemingly without warning. They are swift to make rivalries and are fiercely competitive about anything their capricious nature indicates is worthy.
Physical Description: With their mortal parents being chosen for exceptional qualities combined with their elemental blood, air genasi are usually strikingly exotic in appearance. They often have a sultry, breathy voice, and what seems to be a constant breeze blowing through their hair, even while indoors. Some are proud of a light bluish tint to their skin or hair, as well as the coolness it radiates. Air genasi do not need to breathe, furthering the idea of their alien physiology. Most have a permanently disheveled look about their hair and attire, which they view as only the proper manifestation of things.
Relations: Air genasi tend to look upon other races as rivals and inferiors. They will rarely deign to lower their standards or assist those of lesser heritage than themselves. Instead, they prefer the company of their peers and individuals they believe measure up somehow. Overall, the air genasi do not seem to fit in well in most planar societies, as they rarely take interest in community affairs or the politics of others. It isn’t impossible to befriend them, and in fact the wind dukes make strong allies, but such relationships are formed only on their terms.
Alignment: Air genasi can be of any alignment, though they tend to be neutral and are rarely lawful. Their morals vary intensely from one individual to the next, more so perhaps than other genasi, but no matter their alignment or motives, they are self-righteous in defenses of themselves.
Air Genasi Lands: Unlike most genasi, wind dukes have a special place within their society. They are typically reared in humanoid settlements floating through the Elemental Plane of Air and put into positions of prestige and respect due to their noble heritage. Outside these little burgs, however, air genasi are wind-strewn throughout the planes and live at the highest elevation they can manage. This usually means lofty mountaintops or at the very least on the highest floor of whatever building they are occupying.
Languages: Air genasi speak Common, and a majority of them pick up Auran as a second language.
Names: Air genasi are often given names by their human parents, but depending on the involvement of their elemental sire, they may be given a name with more prestige in that society.
Adventurers: A good number of air genasi are avid travelers, which often leads them to become experienced planewalkers in their own right. Some are drifters who prefer not to sit still for very long, while others travel on business associated with their office in the community. A few may actually seek glory and adventure, though because of the reliance on traveling companions these are only the most tolerant of their kind.
Role-playing an Air Genasi: You are a child of the skies, of purest air, an exemplar of nature’s way. Those who do not share your birthright are beneath you, hardly worth a glance, and incapable of recognizing your true value. All you can do is bear with their failings and rise above them. Those who dare stand in your way will know the fury of the storms; those who merit your respect will feel the blessing breeze that is your kindness.
Air Genasi Racial Traits
- Abilities: DEX +2, INT +2, WIS –2, CHA –2
- Racial Traits: Darkvision 60ft, Breathless (does not breathe)
- Spell-like Ability: Gust of Wind 1/day (On Amia, this replaces the PnP Spell-like Ability of Levitate 1/day)
- Level Adjustment: +1
- Base Land speed: 30 ft
- Clerical Focus: Air Genasi clerics must pick Air as one of their two domains and must choose a deity that grants access to the air domain
- Saves:+1 per 5 character levels on saves against air effects (Not mechanically applied on Amia)
- Automatic Languages: Common, home region
- Bonus Languages: Any (except secret languages, such as Druidic)
- Favored Class: Fighter
Racial type: Outsider