Book of Elements (3.5e Sourcebook)/Races of the Elements

From Dungeons and Dragons Wiki
Jump to: navigation, search
The elemental planes are home to a wide variety of creatures, and it's not unheard of for players to want to play them, or creatures related to them. This aims at making that possible.

Unusual Races[edit]

There are more than a few races that are inherently associated with the inner planes, and haven't been really given good stats. So here they are:

Genasi[edit]

Genasi are the descendents of mortals and genies of various kinds. Mortals with minor infusions of elemental essense before birth, or descended from those with stronger infusions, also appear as Genasi. Their physical traits are influenced by the elements they are descended from.

Depending on their elemental influences, Genasi are likely to become every kind of adventurer.

Genasi racial traits depend on their elemental origin. All genasi share the following racial traits:

  • Medium. Genasi fall into the human height and weight ranges, although Earth Genasi tend to be squat and Air Genasi willowy.
  • Genasi base land speed is 30'. Some get other movement from their elemental power.
  • Outsider Type (Native and Human subtypes)
  • Racial ability adjustments depend on elemental subtype. Most genasi gain +2 Strength, but Shadow genasi gain +2 Constitution.
  • Darkvision 60'
  • +1 to the DC to save against, and the caster level of, any spells or spell-like abilities cast by the Genasi with a descriptor matching the Genasi's elemental subtype (see below).
  • Favored Class: Genie and by element
  • Automatic Languages: Common
  • Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Formian, Ignan, Infernal, Slaad, Terran, Umbral
  • Level Adjustment: +0
  • Effective Character Level: 1

Genasi also have other traits depending on their associated element:

Air Genasi[edit]

  • (Air) Subtype. Air Genasi are at home in the air.
  • +1 to the DC to save against and the caster level of an Air Genasi's spells with the [Air] descriptor
  • Favored Class: Thief-Acrobat
  • Supernatural Fly speed of 10' with Good maneuverability

Earth Genasi[edit]

  • (Earth) Subtype. Earth Genasi are creatures of earth and rock.
  • +1 to the DC to save against and the caster level of an Earth Genasi's spells with the [Earth] descriptor
  • Favored Class: Knight
  • Supernatural Burrow speed of 10'

Fire Genasi[edit]

  • (Fire) Subtype. Fire Genasi take no damage from fire, but take half again as much damage from cold.
  • +1 to the DC to save against and the caster level of a Fire Genasi's spells with the [Fire] descriptor
  • Favored Class: Elementalist
  • Produce Flame as a spell-like ability three times per day, cast at the Genasi's character level. The Genasi's caster level bonus applies.

Water Genasi[edit]

  • (Water) Subtype. Water Genasi can breathe water as easily as air.
  • +1 to the DC to save against and the caster level of a Water Genasi's spells with the [Water] descriptor
  • Favored Class: Monk
  • Swim speed of 30' and ability to breathe water as easily as air.

Material Genasi[edit]

  • +1 to the DC to save against a Material Genasi's spells with any of the [Air], [Earth], [Fire], or [Water] descriptors, and +1 to the Material Genasi's caster level for any such spells of the Conjuration (Summoning) subschool.
  • Favored Class: Druid

Shadow Genasi[edit]

  • Spell Focus (Illusion) as a bonus feat
  • Favored Class: Beguiler
  • Invisibility as a spell-like ability once per day, cast at the Genasi's character level.

Elemental-Bodied[edit]

Elemental-bodied are humanoid creatures composed of the primal elements, that form naturally on the elemental planes. They are closely related to elementals, and are intended to be a playable form of the basic elemental species.The racial traits of Elemental-Bodied depend on their type, but they all have some commonalities:

  • -2 Intelligence: Elemental-bodied are slow-witted. They also gain other ability adjustments depending on their type.
  • Medium Size. Elemental-bodied average about 6' tall. They have no sex or gender.
  • 20' movement, plus additional movement depending on type.
  • Outsider Type, appropriate subtype (Air, Earth, Fire, or Water). Elemental-Bodied are native to the appropriate elemental plane, and are (Extraplanar) on the Material Plane.
  • Elemental Flesh: Elemental-Bodied are counted as Elementals, not Outsiders, for effects that target specific creature types.
  • Darkvision 60'
  • Elemental-Bodied do not sleep, and are immune to magic sleep effects.
  • +4 to saving throws against Poison, Disease, and Paralysis. Elemental-Bodied have an unusual physiology that is not subject to the same constraints as mortals.
  • Light Fortification (25% chance to negate any critical hit or sneak attack that would not affect an elemental).
  • Favored Class: Elemental Brute and Elemental Weird
  • Automatic Languages: Appropriate elemental language
  • Bonus Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Formian, Ignan, Infernal, Slaad, Terran, Umbral.
  • Effective Character Level: 1

Elemental-bodied also have additional racial traits by elemental subtype:

Airbodied[edit]

  • +2 Dexterity. Airbodied are nimble, and often grow moreso as their power increases.
  • Airbodied can Fly at a speed of 15' (Perfect), and have a 30' base land speed
  • +2 bonus on Constitution checks to continue strenuous activity. If using the Tome of Prowess, apply this bonus to Athletics checks.

Earthbodied[edit]

  • +2 Strength. Earthbodied are immensely heavy, making lifting other things seem lighter by comparison.
  • Earthbodied can burrow at a speed of 20'. They do not leave a tunnel when burrowing, and cannot burrow through stone.
  • +2 bonus on Survival checks.

Firebodied[edit]

  • +2 Dexterity. Firebodied are as nimble as airbodied are.
  • Firebodied have a 20' Climb speed, and have a 30' base land speed.
  • Firebodied shed light from their bodies, brightly illuminating up to 40', and shedding shadowy illumination over twice that distance. They may change brightness or douse thesmelves to smoulder (5' shadow illumination) as a swift action.
  • +2 bonus on Balance and Tumble checks. If using the Tome of Prowess, this bonus applies to Acrobatics checks instead.

Waterbodied[edit]

  • +2 Strength. Waterbodied are backed by the strength of the oceans.
  • Waterbodied have a 60' Swim Speed and breathe both water and air.
  • +2 bonus on Escape Artist checks.

Psuedoelementals[edit]

Elemental-bodied can also take the Psuedoelemental Being feat, which replaces the traits of one of the main elements with a rarer element.

Powerful Races[edit]

The Elemental Planes also have a bunch of races that aren't appropriate for first-level play, but make perfectly fine PCs at higher levels.

Mephits[edit]

Now here's the thing about Mephits: While they're seen, rightly, as weak, interchangeable, and disposable by the power players all across the Planes, Mephits are actually badasses by the standards of material planar societies. Even the basic common Mephit in the Monster Manual has Fast Healing, a spell-like ability or two, and the power to summon help when needed. That's more than most mortal soldiers can boast about. This isn't even to mention their fly speed, or their breath weapon. Actually, with the way their breath weapon works, they work better played as individual badasses than as swarmers; tracking a swarm of creatures is hard enough, give each one an ability on a cooldown and it becomes harder, make the cooldowns random and it becomes nearly impossible.

Nonetheless, they get a crap deal. Because of their elemental origin and short generations, they are right there when a mage is looking for something to enslave, and there's a mephit to send into almost any environment. They're also more than a little lacking in intelligence with an intelligence score of 6. That means that we can only tell that the writers wanted to be sapient by their language abilities. As it is, they're easy to trick and slow to catch someone using the same trap twice. Also, the power scale of the various planes is incredibly broad, and, despite being able to show up mere mortals easily, Mephits still get trounced by the larger creatures on the planes.

None of this stops any individual Mephit from rising above this. Indeed, the only obstacles are that most DMs and players dismiss Mephits too easily, that rules for playing Mephits haven't existed in previous editions, and that they've fallen into the trap that all 3rd edition playable monsters have of charging for abilities twice and building starting characters whose ECL is twice their CR. So, this is how Mephits based on class levels work. Note that some of their signature abilities, like summoning and fast healing, have been moved to substitution levels on the Genie class:

  • Minimum level 3: All Mephits are at least 3rd level characters. Most take them in Genie, but it's fine if you want to take them in Rogue, or Sorcerer, or any other class, even, say, Barbarian.
  • Small Size. As small creatures, Mephits gain a +1 bonus to armor class and attack rolls, but must use smaller-sized weapons.
  • 30' Movement Speed. All Mephits also have other movement speeds dependent on type, including a Fly speed.
  • Outsider Type, (Extraplanar) subtype when on the Material Plane and one of (Air), (Earth), (Fire), or (Water), depending on Mephit type. Mephits are native to the appropriate elemental plane.
  • Darkvision 60'
  • -2 Intelligence: Mephits are not known for being bright. They gain other ability adjustments depending on their elemental subtype.
  • Natural Weapons: Mephits have two claws as primary natural weapons, which inflict 1d3 damage.
  • Breath Weapon: A Mephit gains a Breath Weapon identical to that of a Monster Manual Mephit of its type. Its breath weapon does not scale for more damage. Once used, it may roll 1d4 at the start of its turn every turn. On a 4, it may use its breath weapon again. This replaces the normal 1d4 round time between breaths.
  • Automatic Languages: Appropriate elemental language.
  • Bonus languages: Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Sylvan, Terran, Undercommon
  • Favored Class: Genie and Rogue

Mephits' ability score adjustments for different elemental subtypes, movement types and spell-like abilities, are as follows:

  • (Air) Subtype: Air, Dust, and Ice Mephits take -2 Strength and gain +2 Dexterity. They have a Fly speed of 50' with Perfect maneuverability, except for Air Mephits, who have a fly speed of 60'. Ice mephits also have the (Cold) Subtype.
  • (Earth) Subtype: Earth and Salt Mephits gain +2 Strength. They have a Fly speed of 40' with Average maneuverability.
  • (Fire) Subtype: Fire, Magma, and Steam Mephits gain +2 Dexterity. They have a Fly speed of 50' with Average maneuverability.
  • (Water) Subtype: Ooze and Water Mephits gain +2 Constitution. They have a Fly speed of 40' with Average maneuverability, and a Swim speed of 30'.

Azers[edit]

Azers are included here as an example of planar humanoids easily adaptable as a PC race. They are possibly distant cousins, or even a specialized form, of the dwarves, and live a lot like them except more on fire. Also, every !!Azer!!, compared to an average dwarf, is a badass, which probably owes as much to the power of their home as to anything in their genetics.

  • Medium Size Azers are short and squat, but still within the bounds of medium size.
  • Outsider Type, (Extraplanar) and (Fire) Subtypes
  • Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep
  • Heat (ex) An Azer's body radiates with the heat of their home plane. Damage dealt from unarmed strikes, wielded metallic weapons, and natural weapons deal 1 bonus point of fire damage.
  • Spell Resistance 11 + Character Level
  • +6 Natural Armor bonus to AC
  • +2 Constitution, +2 Intelligence Azers are easily as tough as their dwarven kin, and have a natural talent for craft and engineering to more than match them.
  • Hit Dice: An Azer starts with two Outsider hit dice (2d8+2*Constitution modifier hit points, 5*(8+Int) skill points, +2 BAB, +3 all saves).
  • Favored Class: Fire Mage and Knight
  • Automatic Languages: Common and Ignan. Bonus languages: Abyssal, Auran, Aquan, Celestial, Draconic, Dwarven, Goblin, Infernal, Terran, and Undercommon.

Genies[edit]

Genies are scattered across a huge number of books. The Djinn, Efreet, and Jann are in the Monster Manual, the Khayal are in the Tome of Magic, and the Qorrashi are in Frostburn. Genies have the stats below.

Many genies follow a different advancement path than the rest of their kind. Sometimes this is because they're PCs. Sometimes they're more advanced specimens of their kind and are supposed to have the cool high-end powers of the Genie class. Sometimes they follow a different path than the other genies and become Elemental Weirds or something. Note that these aren't direct conversions from the genies in the monster manual. Regardless, here are the stats for all the Genie races:

Dao[edit]

Dao are the genies of the elemental plane of earth. Their politics and internal wars are ruthless, and a fair number of them end up running off to other planes as adventurers to get away from it.

  • Medium Size, although most take the Large Size feat
  • 20' base land speed
  • Outsider Type, Extraplanar and Earth subtypes
  • Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep
  • +6 Natural Armor bonus to AC. Dao skin is hard as the rocks they come from.
  • Two slam natural weapons for 1d6 damage at medium size
  • Push as an Earth Elemental
  • +4 Strength, +2 Charisma: Dao Genies are enormously strong, and possess the same natural charisma as all genies do.
  • Minimum Level: 8
  • Favored Classes: Genie and Elemental Brute
  • Automatic Languages: Terran and Common. Bonus languages: Abyssal, Auran, Aquan, Celestial, Draconic, Dwarven, Ignan, Infernal, Umbral, and Undercommon

Most dao are either classed Genies or start with eight outsider hit dice. In the latter case, they gain Earth Mastery as a classed genie and access to the spell-like abilities Detect Good, Detect Magic, Gaseous Form, Invisibility, Human Form, and Misdirection at-will and can use Move Earth, Permanent Image, Transmute Rock to Mud, and Wall of Stone three times per day each, at a caster level equal to the dao's hit dice. They may also Plane Shift at will to the elemental planes and material plane and communicate telepathically to any creature within 100 feet that has a language. Those with outsider hit dice also always take the Large Size feat.

Djinn[edit]

Djinn are the genies of the Elemental Plane of Air. They tend to be independent of spirit, meaning of course that they want to be as far as possible from anyone they consider their equal or superior, but inferiors, like mortals, are perfectly OK.

  • Medium Size, although most take the Large Size feat.
  • 20' base land speed.
  • 60' Fly speed (Perfect maneuverability).
  • Outsider Type, Extraplanar and Air subtypes
  • Outsider Traits: Darkvision 60' and Low-Light Vision, no need to eat or sleep.
  • +1 Natural Armor bonus to AC.
  • Two slam natural weapons for 1d6 damage at medium size.
  • +4 Dexterity, +2 Charisma: Djinn are incredibly nimble, and possess the same natural charisma as all genies do.
  • Level Adjustment: +3
  • Favored Classes: Genie and Marshal
  • Automatic Languages: Auran and Common. Bonus languages: Abyssal, Aquan, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Terran, and Umbral

They gain the Air Mastery and Whirlwind abilities of a classed genie. They also gain the spell-like abilities Invisibility at will (self only), and once per day each may use Create Food and Water, Create Wine (as Create Water, but wine instead), Major Creation (created vegetable matter is permanent), Persistent Image, and Wind Walk, plus a version of Gaseous Form that lasts for one hour, in addition to the Plane Shifting and telepathic abilities of the Genie class. All of these have a caster level equal to the Djinni's hit dice. Those with outsider hit dice always take the Large Size feat.

Efreet[edit]

Efreet are the genies of the Elemental Plane of Fire. They have demon faces, enslave people, and burn things, so they're usually not very nice to hang around. Sometimes they are exiled from their society in disgrace or leave to set up some advantage somewhere.

  • Medium Size, although most take the Large Size feat
  • 20' base land speed.
  • 40' Fly speed (Perfect maneuverability)
  • Outsider Type, Extraplanar and Fire subtypes
  • Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep
  • +4 Natural Armor bonus to AC
  • Two Slam natural weapons for 1d6 damage at medium size
  • +2 Dexterity, +2 Strength, +2 Charisma: Efreet are strong and agile, and possess the same natural charisma as all genies do.
  • Minimum Level: 9
  • Favored Classes: Genie and Elemental Weird
  • Automatic Languages: Ignan and Common. Bonus languages: Abyssal, Aquan, Auran, Celestial, Draconic, Elven, Giant, Infernal, Terran, and Umbral
"-—" is not a number.

Most efreet are either classed Genies or start with ten outsider hit dice. In the latter case, they gain the Plane Shift and telepathic abilities of the genie class, plus Heat and Size Changing. They gain the spell-like abilities to use Detect Magic, Produce Flame, Pyrotechnics, and Scorching Ray (one ray only) at will, and to use Gaseous Form and Persistent Image once per day. They also gain the wish-granting ability of the monster manual Efreeti. All of these have a caster level equal to the genie's hit dice. They can also assume the form of any Humanoid or Giant from Small to Large size. All efreet with outsider hit dice take the Large Size feat.

Marids[edit]

Marids are the genies from the Elemental Plane of Water. A common marid is a creature of enormous power, and only their short attention span and inability to work in organized groups keeps them from dominating the entire plane.

Most Marids are either classed Genies or start with eleven outsider hit dice. If they have the outsider hit dice, they still gain the telepathic and plane-shifting abilities of the Genie class. Instead of all of the other class features, their spell-like abilities improve to add detect evil, good, or magic (separate spells), invisibility, human form, polymorph self, and see invisibility at will, and control water, gaseous form, solid fog, and water breathing 5/day. They also gain Water Mastery, Drench, and Vortex as a Water Elemental. Also, their spell resistance improves to 15 + hit dice.

Jann[edit]

Jann are the genies of the material plane, formed equally of all four elements. Because of a secret war with the Khayal, they've been driven to a nomadic existence in the deserts of the material plane

  • Medium Size, although most take the Large Size feat
  • 30' base land speed.
  • 20' Fly speed (Perfect maneuverability)
  • Outsider Type, Extraplanar subtype
  • Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep
  • Elemental Endurance: Jann take no damage for simply being on the Plane of Fire, do not drown on the Plane of Water, and on the Plane of Earth do not suffocate in dirt and gain a Burrow speed in place of their Fly speed. However, after 48 hours on the Elemental planes not interrupted by a return to the Material, they take one point of damage per hour until they die or return to Material.
  • Fire Resistance 10
  • +1 Natural Armor bonus to AC
  • +2 Dexterity, +2 Strength, +2 Wisdom: Jann are strong and nimble, and their material heritage gives them an awareness of their surroundings above that of other Genies
  • Minimum level: 5
  • Favored Classes: Genie and Elementalist
  • Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Goblin, Ignan, Infernal, Orc, Terran, and Umbral
"-—" is not a number.

Most Jann are either classed Genies or start with six Outsider hit dice. If they start with outsider hit dice they gain the Size Changing ability that they have in the Monster Manual, and can cast Invisibility and Speak with Animals 3/day and Create Food and Water and Ethereal Jaunt (10 mins/level duration) 1/day each with a caster level equal to their hit dice. They also gain the Plane Shift ability of the Genie class.

Khayal[edit]

Khayal are the secretive genies of the Plane of Shadow. They have a plane-spanning empire of conspiracies, involved in machinations against the other genies, especially the Jann.

  • Medium Size. Unlike other genies, most Khayal do not take the Large Size feat, although nothing says they can't.
  • 30' base land speed
  • 40' fly speed (Perfect maneverability)
  • Outsider Type, Extraplanar subtype
  • Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep.
  • Shadow Dependence: A Khayal can spend 24 hours at a time off the Plane of Shadow without consequence. Afterwards it takes 2 Con damage per hour it spends off-plane. This damage can only be restored on the Plane of Shadow.
  • +2 Natural Armor bonus to AC.
  • +4 Dexterity, +4 Constitution, +2 Charisma: Khayal are astoundingly nimble and tough, and have the natural charisma of all genies.
  • Minimum Level: 7
  • Favored Classes: Genie and Shadowcaster
  • Automatic Languages: Umbral and Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, and Terran

Most Khayal are either classed Genies or start with eight outsider hit dice. If they take the Outsider hit dice, they gain the ability to cast Shadow Walk at will when on the Material or Shadow planes, and Darkness at will with a caster level equal to the Khayal's hit dice. They are also immune to Cold and have Resistance 5 to Acid, Electricity, Fire, and Sonic damage, and gain Sneak Attack +3d6 as a Rogue.

Qorrashi[edit]

Qorrashi are the genies of the elemental plane of ice. They are descendants of the Djinn, but adapted to the harsher environment and forming tighter organizations. Mostly, they live on the edges of the plane where it connects to the plane of air, or deep under the ice.

  • Medium Size, although most take the Large Size feat
  • 20' base land speed.
  • 60' Fly speed (Perfect maneuverability)
  • Outsider Type, Extraplanar and Cold subtypes
  • Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep
  • +4 natural armor bonus to AC
  • Two slam primary natural weapons (1d6 damage)
  • Chill (ex): A Qorrashi's melee attacks do an extra 1d6 cold damage.
  • Icewalking (ex): A Qorrashi can move normally or spider climb on any icy surface. They need never worry about slipping on ice.
  • +4 Dexterity, +2 Charisma: Like their Djinni relatives, Qorrash are nimble and charismatic.
  • Minimum Level: 7
  • Favored Classes: Genie and Samurai
  • Automatic Languages: Aquan, Auran, and Common. Bonus languages: Abyssal, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Terran, and Umbral

Most Qorrash are either classed Genies or start with seven outsider hit dice. If they take outsider hit dice, they still gain the telepathic and plane-shifting abilities of the Genie class. Also, they gain the following ability:

Frostbite (ex): Creatures a Qorrashi hits in melee become fatigued and take an additional -2 penalty to Dexterity.

They also can cast endure elements and invisibility at will, the latter only on themselves, cone of cold and ice storm three times per day, and gain the same 1/day abilities as a Djinni except create wine. All of these are spell-like abilities.


Back to Main Page3.5e HomebrewSourcebooksBook of Elements

← Previous: What is Magic?
Next: Elementals with Class →
Effective Character Level1 + and 8 +
Favored ClassGenie +, Thief-Acrobat +, Knight +, Elementalist +, Monk +, Druid +, Beguiler +, Elemental Brute +, Elemental Weird +, Rogue +, Fire Mage +, Marshal +, Jester +, Shadowcaster + and Samurai +
Level Adjustment0 + and 3 +
Racial Ability AdjustmentsVariable +, -2 Intelligence +, +2 Constitution +, +2 Intelligence +, +4 Strength +, +2 Charisma +, +4 Dexterity +, +2 Dexterity +, +2 Strength +, +2 Wisdom + and +4 Constitution +
SizeMedium +
SubtypeExtraplanar + and Air +
SummaryGenasi are the descendents of mortals and genies of various kinds. +, humanoid creatures composed of the primal elements +, Dao are the genies of the elemental plane of earth. Their politics and internal wars are ruthless, and a fair number of them end up running off to other planes as adventurers to get away from it. +, Djinn are the genies of the Elemental Plane of Air. They tend to be independent of spirit, meaning of course that they want to be as far as possible from anyone they consider their equal or superior, but inferiors, like mortals, are perfectly OK. +, Efreet are the genies of the Elemental Pla
Efreet are the genies of the Elemental Plane of Fire. They have demon faces, enslave people, and burn things, so they're usually not very nice to hang around. Sometimes they are exiled from their society in disgrace or leave to set up some advantage somewhere.
leave to set up some advantage somewhere. +, Marids are the genies from the Elemental Plane of Water. A common marid is a creature of enormous power, and only their short attention span and inability to work in organized groups keeps them from dominating the entire plane. +, Jann are the genies of the material plane, formed equally of all four elements. Because of a secret war with the Khayal, they've been driven to a nomadic existence in the deserts of the material plane +, Khayal are the secretive genies of the Plane of Shadow. They have a plane-spanning empire of conspiracies, involved in machinations against the other genies, especially the Jann. + and Qorrashi are the genies of the elemental p
Qorrashi are the genies of the elemental plane of ice. They are descendants of the Djinn, but adapted to the harsher environment and forming tighter organizations. Mostly, they live on the edges of the plane where it connects to the plane of air, or deep under the ice.
o the plane of air, or deep under the ice. +
TypeOutsider Type +