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Baldur's Gate 3
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Mod Homebrew Genasi-Race Mod version 1.08 for Baldur's Gate 3
**Genasi:**
Genasi sometimes arise as a result of the influence of elemental power, through phenomena such as eruptions from the inner planes.
- Base racial speed (10 feet)
- Constitution +1
- Innate source of energy / Constitution spell ability
**Fire Genasi:**
Fire Genasi could be anywhere, but they were most often encountered in Calimshan, Chult. Most of the Fire Genasi in Faerûn were descended from Efreeti, especially those who once ruled Calimshan.
- Fire resistance
- Constitution +1
- INT/STR +1
Skills: Intimidation and Persuasion.
- (Level 1) Flame creation;
- (Level 2) Flame lash (once per short rest) and flame control;
- (Level 3) Burning daggers - once per short rest.
**Ice Genasi:**
These Genasi resemble humans, but they usually have sharper facial features and a more intense gaze than a human. They had pale skin and supernatural features that hinted at their heritage, such as breath that misted in any weather or frost that appeared on their hair.
- Cold resistance
- Constitution +1
- INT/WIS/CHA +1
Skills: Insight and Perception
Arctic Acclimatization
- (Level 1) Frostbite spell
- (Level 2) Ice dagger - once per short rest
- (Level 3) Qorrashi Burst (once per long rest) and Agatha's Armor (once per short rest)
**Earth Genasi:**
Earth Genasi were typically strong and tough but often stubborn and forgetful. They were generally indifferent to other races and often isolated themselves from them.
- 1 physical resistance
- Constitution +1
- Mastering the Strength Saving Throw
- STR +2
Walking on Earth
(Level 1) Subterranean push/Magic Stone
(Level 2) Earthly chamber - once per short rest
(Level 3) Dust explosion - once per long rest
**Smoky Genasi:**
Smoky Genasi always had a faint smell of charcoal, and this smell usually indicated their mood. A pleasant smell of smoked cedar, for example, could indicate a generous mood of the Smoky Genasi, while a sharp and acrid smell of smoke could indicate anger or jealousy. Smoky Genasi usually also had dark gray hair that moved on its own like smoke from a fire and mottled gray skin that seemed to change color and pattern from moment to moment.
- Movement speed +2 feet
- Fire resistance and immunity to blindness
- CHA/DEX +2 (can distribute 1 point in each)
Skills: Stealth and Deception
- (Level 1) Minor illusion (bonus action) or disguise (once per long rest)
- (Level 2) Shadow Bolt (once per short rest) and Blur (once per long rest)
- (Level 3) Passive-smoky getaway (passive) and invisibility (once per short rest); traceless passage (once per long rest)
**Storm Genasi:**
Storm Genasi are a branch of Air Genasi. They embody the electricity, energy, and power of storms in the sky. They are free-spirited and energetic, with their mood changing as quickly as a storm.
- Immunity to thunder and lightning
- CHA/DEX +1
Skills: Intimidation and Perception
- (Level 1) Witch's Bolt (once per long rest) and Penetrating Thunder (Cantrip)
- (Level 2) Static Flow (once per short rest)
- (Level 3) Breath of the lightning dragon (once per long rest)
Spell Descriptions:
Flame Creation - conjure flame that sheds dim light around you. The flame stays there for 10 minutes and doesn't harm you or your allies. You can also attack with the flame.
Burning Daggers - throw three fiery daggers, each with a 70% chance to burn the target. Each dagger deals 1d6 fire and 1d6 piercing damage. This spell increases damage equal to your level. Recharge - once per long rest.
Flame Lash - make a melee spell attack with a flame lash, targeting one creature you can see within 20 feet of you. On a hit, the target takes 1d4 slashing damage + 1d4 fire damage and is pulled toward you up to 10 feet. Recharge - once per short rest.
Tremor - you cause a tremor near a target within range, causing mud to erupt from the ground around them. Each creature, except you and your allies, in that area must make a Dexterity saving throw. Creatures that fail their saving throw take 1d6 bludgeoning damage and fall prone.
Dust Explosion - create a sphere of dust and dirt with materials naturally found within your body. Releasing it, enemies within range must make a Constitution saving throw; on a failed save, the dust blinds creatures for 2 rounds and deals 4d4 bludgeoning damage. On a successful save, enemies take only half damage and are not blinded.
Frostbite - you cause numbing frost to attack one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on its next weapon attack roll it makes before the end of its next turn.
Qorrashi Burst - summon the elemental power within you and release an explosion of snow and ice in a 5-foot radius around you. Each creature within the radius must make a Dexterity saving throw, taking 4d4 cold damage on a failed save or half as much on a successful one. Additionally, the ground around you turns into ice, becoming difficult terrain.
Witch's Bolt - make a ranged spell attack against a creature within range. On a hit, the target takes 2d6 necrotic damage and is blinded until the end of your next turn. If you miss, the target still takes half damage and is not blinded.
Breath of the Lightning Dragon - exhale the energy of lightning, dealing 3d6 lightning damage, or half damage on a successful saving throw.
Static Flow - summon elemental energy within you and prepare to unleash a powerful strike. The next time you are hit by an enemy - spend a reaction point and deal 1d4 lightning damage, which stuns the enemy until the end of your next turn.
Installation instructions are included in the archive.
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