Alright, an excellent point was made to remove Produce Flame as a cantrip from the Fire Genasi and replace it with Control Flames. I 100% agree with this. That way every subrace has elemental flavor based cantrip. As for Earth Genasi resistance, by far the most common comment was to give them poison resistance (though there were several arguments for Force damage as well as advantage or immunity to petrification). For simplicity's sake I'd just go poison resistance.
@mmerranko5 жыл бұрын
I would give Earth Genasi resistance to lightening damages because they are effectively "grounded" and would just redirect electricity to the ground.
@josephwilliams52925 жыл бұрын
But produce flame makes more sense for a being that is literally part elemental. Plus, it can be used as an attack or a better light source than a torch. Also, basically every arcane caster can learn control flames, Produce flame is cool to have because it’s normally Druid specific so having it makes the genasi feel even more unique (like how variant Tieflings get vicious mockery).
@NRMRKL5 жыл бұрын
Poison resistance works but I'd couple it with advantage on saving throws vs. the poisoned condition. Alternatively, I'd consider advantage on strength checks and saving throws to avoid being pushed/pulled/knocked prone.
@riccardocorradini67135 жыл бұрын
Design philosofy is that strenght and dexterity are better ability score improvemrnt than Int and Wis. Fire resistence is more important than acid and burning hands is stronger than others spells in terms of raw damage.Balance does not seem too bad to me. Mold earth and gust are ok i guess but if you buff them to much you can see that earth and Wind are far better because of their ASI, while water and fire are more situational. Earth genasi would just become a perfect melee race, while fire is still limited to wizards, EK and the like...
@KazumiKiguma4 жыл бұрын
Produce Flame is still an elemental flavor based cantrip though, and fits them pretty well, and is also a druid exclusive spell. The only difference is that they can choose to attack with it where as the others can't, but that's easily fixable: "You can cast the Produce Flame cantrip, but you cannot use the attack portion of the spell unless you take it for your class." I would actually say giving them Control Flames is still fitting, but the other 3 elemental types are going to be a TON more common to be able to use. In fact, why not COMBINE them? "You can cast the Produce Flame and Control Flames cantrips. You are unable to use the attack of Produce Flame when used from this trait, but are able to manipulate it with Control Flames despite its magical nature."
@xidon82675 жыл бұрын
I think Earth Genasi should get Lightning resistance, because it is grounded. And Air Genasi should get Thunder resistance, because thunder is a wave of air.
@Custos435 жыл бұрын
As soon as i heard him say thunder i scoffed. Earth elementals are vulnerable to thunder damage, to have a half earth elemental that flips the script to make it resistant to it would be silly. I think you are right, lightning resistance makes more sense, since stone and earth is inherently non-conductive.
@alexfirefly19565 жыл бұрын
Exactly my thought, beat me to it. Having a Earth Genasi kinda working like a Lightning Rod would seriously be so cool.
@jorgh52555 жыл бұрын
Give them the immutable form ability golems have. It fits thematicly very well
@jorgh52555 жыл бұрын
Or just resistance to poison dmg
@crolithebard49645 жыл бұрын
@Xidon I was JUST about to comment this!
@SadBoi_10665 жыл бұрын
For my own homebrew solution to our beloved yet under-powered Genasi friends, I use a less symmetrical set of abilities. The Earth Genasi gets a natural AC of 13 + Dex (Stony Skin and what not), an ability called Sure Footed, giving them advantage against effects that would move them or knock them prone, the Magic Stone and Mold Earth Cantrip, and Earth Tremor once a day at level 3 (Earth bending anyone?). And I kept Earth Walk (ignoring rocky/earthy difficult terrain) as is. I thought about a Poison Damage resistance, but that was a little to on the nose about being derived from Pokemon type matching (Ground type beats Poison type) and I didn't wanna step on the Dwarves toes. The Air Genasi get Thunder Resistance, keep their Unending Breath, and also get Airborne Leap, which makes their Long and High jumps 30 and 20 feet respectively and allows them to take no fall dmg when they fall less than 50 feet. And of course they get toe keep their Gust and Levitate spells. Water Genasi were already pretty good, but in order to bring them on line with the others (in accordance with the Community Detect Balance Spreadsheet, a common community homebrew race balance detector tool u can find on reddit), I gave them Tidal wave at level 5. Fire Genasi were also really solid, as the video suggests. All I added was Control Flames on top of the other spells, and an ability called High Body Heat, which allows them to be considered naturally adapted to Cold Climates, as described in Ch. 5 of the DMG. Symmetry is nice, but I feel it can be a bit overrated sometimes, and Im ok with the Genasi being honestly quite different from each other. Really enjoying these fixing 5e videos. I find I often have differing opinions as to what I feel the fix should be most of the time, but thats a good thing. It keeps me on my toes when it comes to design choice. Keep up the great work!
@lustykong75915 жыл бұрын
Earth genasi could get advantage on saves against shape-altering affects like polymorph and flesh to stone; or lightning damage bc grounded
@jorgh52555 жыл бұрын
Immutable form, the ability golems have, makes sense👍
@panpan33035 жыл бұрын
“2 of them are pretty solid, 2 of them, not so much” Ya, earth and water genesi, they are the only ones you can’t easily walk through!
@IAmGrimmX5 жыл бұрын
I thought that Earth would be resistant to poison damage
@NerdImmersion5 жыл бұрын
Makes sense, I was trying to keep it focused on elemental damage, but that's probably a better call
@Seergun5 жыл бұрын
This was my first thought as well
@crownlexicon52255 жыл бұрын
@@NerdImmersion as someone else mentioned, earth elementals are weak to thunder, so it doesnt make sense for the genasi to be resistant to it
@NerdImmersion5 жыл бұрын
@@crownlexicon5225 yes but Genasi are not born from earth elementals, they're born from interactions with Dao (earth Genies), which happen to an elemental creature type. Dao do not have any weakness to thunder
@pseudolemon82725 жыл бұрын
@@NerdImmersion why the focus on elemental? makes no sense to me
@kylehunter37785 жыл бұрын
I appreciate you sharing your watcher stats, really shows how much it means to a content creator to have viewers subscribed. It’s crazy that so many people watch but don’t follow you regularly. Keep up the great content!
@cadecook80675 жыл бұрын
Earth elementals are actually vulnerable to thunder damage, so I would instead suggest either lighting or poison resistance because of these two reasons: in some fantasy settings, like the divinity original sin game, poison is tied to the earth elements, and for lighting earth type Pokémon’s are super effective against lighting types
@NerdImmersion5 жыл бұрын
There is elemental heritage to the characters, but they have genie heritage not true elemental. Enough people have convinced me that is probably just make it poison
@deKahedron5 жыл бұрын
In my games Earth Genasi get an extra hit point every level, like hill dwarves
@Mr911superstar5 жыл бұрын
I think it makes more sense to have the earth genasi to have resistance to lightning damage, along the thinking about grounding electricity.
@nickolasmorin56005 жыл бұрын
Got gonna lie, love what you did with the race. I'm definitely gonna use this in my game from now on. I always felt genasi were lacking for such a cool race, so I have never seen one played.
@kylethomas91305 жыл бұрын
In my Adventure League group I have two backup characters, both are Genasi, the more I read, the more I want to play one.
@heroniusnapalmv69905 жыл бұрын
I feel like poison is a good resistsnce for earth
@LordMorin5 жыл бұрын
I've used the fire genasi many times for wizards. I've been looking at using one for an Artificer/wizard for a possible upcoming campaign. I've also looked into playing an Air genasi with the UA Genie Patron since it feels appropriate.
@benitoslair5 жыл бұрын
I'm running a short high power campaign with the players each taking a different element of genasi for the setting. Part of the story is they are closing elemental rifts, and when they do so gain more elemental power. I've been basically buffing them all based on the starting powers, e.g. when they closed the fire rift, they all gained resistance to fire damage while the fire genasai got full immunity. Been a fun balance check the players seem to enjoy seeing their characters grow in power outside standard levelling :D
@MrNetWraith5 жыл бұрын
For the curious, in 4th edition, this is what genasi looked like: all genasi got +2 Intelligence and +2 to either Strength or Constitution (chosen at character creation), as well as +2s to Endurance and Nature skill checks and a power that could be used once per short rest. Earth genasi got a +1 bonus to Fortitude, a +1 bonus to all saving throws, and had the unique power "Earthshock", which could be used to try and knock prone all enemies on the ground within 5 feet. Fire genasi got +1 to Reflex, Fire Resistance, and the unique power "Firepulse", which lets them react to being hit by a melee attack by making a fiery retributive strike against the attacker. Storm genasi got +1 to Fortitude, Lightning resistance, and the unique power "Promise of Storm", which let them spend a minor action to amp up their next Lightning or Thunder-typed attack. Water genasi got water breathing, a +2 bonus to saves against ongoing damage, and the unique power "Swiftcurrent", which lets them briefly turn into water to make an invulnerable shifting move. Finally, Air genasi got Cold Resistance and the unique power "Windwalker", which lets them make a massive flying leap.
@Ramperdos5 жыл бұрын
I love the Genasi, they are my favorite race! Would you consider letting then have their racial spells added to their spells known list? I've been thinking about it and it would add more flavor if the character could use the racial spell more than once if they have spell slots. Would Genasi be broken if they had the same kind of spell progression as Tieflings? Cantrip, 1st level spell at character level 3 and 2nd level spell at character level 5.
@AzraelThanatos5 жыл бұрын
Personally, I'd shift things slightly, making Water resistant to Cold and give Acid to Earth (that's kind of what used to be the aligned element there for a while)
@thisrandomdude28805 жыл бұрын
This is the version we use in our group: Ability Scores: Con +2 Size: Medium Speed: 30ft ___________________________________________ Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. 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. Languages: You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and and hard consonants. Elemental Resistance: You can cast the absorb elements once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a short or long rest. Constitution is your spellcasting ability for this spell. Subraces: Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi and water genasi. Choose one of these subraces. AIR GENASI Ability Scores: Dex +1 Unending Breath: You can hold your breath indefinitely while you're not incapacitated. Son of a Zephyr: Your base walking speed increases to 35 feet. Thunder Resistance: You have resistance to thunder damage. Mingle with the Wind: You know the gust cantrip. Once you reach 3rd level, you can cast the thunderwave 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. Once you reach 5th level, you can cast the warding wind spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. EARTH GENASI Ability Scores: Str +1 Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Lightning Resistance: You have resistance to lightning damage. Merge with Stone: You know the mold earth cantrip. Once you reach 3rd level, you can cast the earth tremor 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. Once you reach 5th level, you can cast the maximilian's earthen grasp spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. FIRE GENASI Ability Scores: Int +1 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 Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in a shade of red. Infant of Cinders: When you are hit by a melee attack, you can use your reaction to cause the creature that damaged you to be set on fire, taking fire damage equal to half your level (rounded down) at the start of each of its turns until it uses its action to put out the fire, or succeeds on a dexterity saving throw (8+CON modifier+proficiency bonus). After you use this feature, you can't use it again until you complete a long rest. Fire Resistance: You gain resistance to fire damage. Reach to the Blaze: You know the control flames cantrip. Once you reach 3rd level, you can cast the burning hands 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. Once you reach 5th level, you can cast the scorching ray spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. WATER GENASI Ability Scores: Wis +1 Amphibious: You can breathe air and water. Swim: You have a swimming speed equal to your walking speed. Acid Resistance: You gain resistance to acid damage. Call to the Wave: You know the shape water cantrip. Once you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can cast the fog cloud spell as a 3rd-level once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. The water genasi is a bit iffy because there really aren't a ton of options for water spells other than at higher level.
@garrondumont4 жыл бұрын
I've seen some people suggest that darkvision should be a base ability for Genasi since the origin creatures all have darkvision (the Marid even has blindsight), but I was worried what the Fire Genasi should have as a unique ability then. Combining this with other suggestions I've seen it might be useful for them to have both Produce Flame and Control Flames, and maybe another thing. Idk what that would be, but the rest makes a lot of sense.
@KevinVideo5 жыл бұрын
When I did their fix, I made them more in line with their 3.5 counterparts. All genasi now have darkvision, as they were originally native outsiders, which gives you darkvision 60 ft. for free. I also gave each subrace the ability to know their elemental language (Auran, Aquan, Terran, and Ignan). The earth and air genasi kept their spell-likes, as those were the exact spells their 3.5 versions had. Originally, all any of them got was bonuses to saves against spells of their types (+1 to saves per 5 HD). For air, I changed it so also got +1 Dex and don't need to breathe at all. Earth, had advantage against earth based spells and ignored all land-based rough terrain. Fire and Water stayed the same. Giving them all cantrips would definitely help balance them a little better.
@deKahedron5 жыл бұрын
Auran, Aquan, Terran and Ignan are actually all dialects of Primordial, which all Genasi speak.
@knightghaleon5 жыл бұрын
The 5th edition genasi makes me miss my storm genasi from 4th edition. The spells were pretty good
@nathanwood15615 жыл бұрын
Princes was one of my favorite books, and I personally agree with your updates. I had a player once want to play the Earth Genasi but more as an elemental, so we slapped a couple more abilities on it. We gave it Powerful Build from the Goliath race, as well as the damage reduction ability. I also gave it an ability that states that he can survive off of eating dirt and rocks.
@gghost1665 жыл бұрын
My issue with giving Earth Genasi Resistance to Thunder damage is that the spell Shatter is a Thunder spell that breaks Metal and Earth apart. So it doesn't make sense to have Earth be resistance to that spell.
@brunofranchini5 жыл бұрын
In a game I play we fixed the Fire Genasi. If you compare to Tiefling it just falls short. Tiefling have the same Darkvision and Fire Resistance, of I am not mistaken, and a Cantrip, a 1st level Spell cast as 2nd level by the 3rd level and a 2nd level Spell by the 5th level. And that was what we gone for the fire Genasi. On my own game not only I use this fix and use the same progression on the others subraces.
@DragonElixion8 ай бұрын
Genasi were released in both Explorer's Guide to Wildemount and Princes of the Apocalypse.
@andruism73 жыл бұрын
Funny that I came across this after having just made a variant for each of the subraces. I gave each one 3 spells (cantrip at 1st, 1st level at 3, and 2nd level at 5). Each subrace allows you to choose whether to use Wis/Int/Cha for spellcasting (maybe i should add constitution or other physical options). -Water genasi I switched from acid resistance to cold resistance as it just made a bit more sense. Gave them shape water, create or destroy water, and snowballs. -Fire genasi I didn't change much other than giving them scorching ray at level 5. -Air genasi I removed levitate entirely and gave them gust, fog cloud, and warding wind. They didn't get any resistances because I also gave them a flying speed unless wearing heavy armor. You can't give me a subrace themed around air and wind and not let them fly, IMO. -Earth genasi I felt I made the most changes. Instead of resistances I gave them natural armor similar to a loxodon (12+con). They also have tremorsense to 30 feet (again, they'd be more connected to earth). As for spells I gave them mold earth, earth tremor, and let them keep pass without trace.
@sheepmans4 жыл бұрын
I was thinking Earth genasi could get either an immunity or have advantage on saving throws against effects that would unwillingly move them or knock them prone instead of a damage type? Or is that too good?
@recursivecoin3595 жыл бұрын
I followed WebDM's suggestion to give Genasi support abilities that help the party survive the Elemental Planes. The spells Feather Fall, Pass Without Trace, Aid and Water Breathing can all be cast on multiple targets. I also followed the Drow Magic ability as a template. Air Genasi: Mingle with the Wind You gain resistance to thunder damage. You know the Gust cantrip. When you reach 3rd level, you can cast the Feather Fall spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Levitate spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. Earth Genasi: Merge with Stone You gain the ability to shape your body and the earth around you toughening your skin, moving soil, calling upon plants and covering your tracks. When you aren't wearing armor, your Armor Class is 13 + your Dexterity modifier. A shield's benefits apply as normal. At 1st level you know the Mold Earth cantrip. When you reach 3rd level, you can cast the Entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Pass Without Trace spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. Fire Genasi: Reach to the Blaze You know the Create Bonfire cantrip. When you reach 3rd level, you can cast the Burning Hands spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Aid spell with this trait. The targets of this spell also gain fire resistance for the duration of the spell. You regain this ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. Water Genasi: Call to the Wave You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Water Breathing spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. Note: I changed produce flame to create bonfire because produce flame's ability to create light seems redundant to the Fire Genasi's darkvision. Therefore create bonfire's ability to ignite flammable objects and last while concentrating offers better utility. Casting aid might seem out of place... but giving fire resistance... again offers an explanation for the party surviving on the Elemental Plane of Fire. These abilities might seem a tad over powered but again they are helping the whole party.
@josephwilliams52925 жыл бұрын
Produce flame is also an attack though. Plus it lasts longer than create bonfire without concentration.
@recursivecoin3595 жыл бұрын
@@josephwilliams5292 as in an attack roll... Yes, but you can attack with create bonfire. It just forces a saving throw. Plus create bonfire continues to deal damage if the target can't leave the space, or an other creature enters the space.
@josephwilliams52925 жыл бұрын
Brad Wolf I’m aware of that, it’s precisely why I think produce flame is more useful, since concentration is more often than not wasted when used on a cantrip. You’re either a martial class who will be taking damage constantly and might lose the concentration anyway, or you’re a spellcaster who would rather use your concentration on something more useful. I love create bonfire as a spell and I have it on the sorcerer I play, but I don’t think it’s better than produce flame. Also, the light produced by produce flame could also be used to benefit the party, since it actually offers bright light as opposed to something like dancing lights which only gives dim light.
@strataseeker29815 жыл бұрын
Genasi were one of my favorite races in 4e where they had a ton of great variations. My personal fixes are much like yours (Cantrips, resist, bonus spell, feature), though I gave Air genasi resist cold, Earth resist thunder. Then I gave Air +5 base speed. I keep waffling on the level 3 bonus spell choices as levitate andcreate/destroy water feels so limiting, but I agree Earth Tremor's synergy with Earth Genasi is a good call! I still can't believe WotC didn't give them all their corresponding cantrip, it seems such a ridiculous oversight.
@arthilas_5 жыл бұрын
Create or Destroy Water can be quite useful, if you're creative as a player and the DM follows the Rule of Cool. I've taken it for my aasimar druid only for backstory reasons as he is afraid of fire and that spell allows him to douse flames and expected it to be almost useless, but I've used it quite a lot actually. I casted it on the whole party to extinguish them after they got set ablaze during fights with fire elementals, I've created walls of ice and stopped avalanches by freezing them...
@wadeosborn75155 жыл бұрын
I would added Tremor sense to Earth. Blind sight to both Air & Water
@Barrlounge5 жыл бұрын
Great vid. I think for your next "Fixing [Insert here]" video, you could talk about Cursed Items. I think the main problem with Cursed Items is that the benefits don't square away the cost of the curse. Like the Berserker Axe, +1 to attack, damage and health but the Berserker rage on *any* hit to you? It seems an over do. I think awesome benefits at a cost is the way to go with them. LIke I have a Gauntlet, that I took from an old PF adventure and use at low levels. When the player puts it on, their hand closes into a fist and turns completely to stone. Only remove curse can remove it. When the fist turns to stone, they can't use that hand anymore. So no two handed weapons, no dual wielding, no shields, no torches in that hand. But they can then make a bonus action unarmed strike (regardless of main action), that is 2+Str mod and is magical for damage resistance purposes. I think that is a type of cursed item that the benefits come from the curse, not despite it.
@gortharthegamer85724 жыл бұрын
I added onto this further, and while setting up the race and subraces I removed the race's ability to speak primordial, and instead gave each their appropriate language: air has auran, earth has terran, fire has ignan, and water has aquan. Everything else I copied from what you said. Though I think they should also get a 3rd level spell at level 5. The air genasi can have wind wall, the earth genasi can have erupting earth, fire genasi can have scorching ray at 3rd level, and water genasi can have wall of water
@pacingandmuttering51065 жыл бұрын
I would also give all of them darkvision and extend the fire genasi's to 90ft
@Dennis-vh8tz4 жыл бұрын
Or give the fire genasi something like Devils' Sight - they can see in colour in the dark can see through magical darkness (i.e. the Darkness spell).
@jaylensmith98265 жыл бұрын
With the Earth Genasi being related the Dao I think they could have some things similar option 1. The Sure-footed feature, basically it is having advantage on saving throws against being prone (some people might say it sounds dumb but things like thunderous smite and sleet storm aren't something to shake a stick at.) option 2. Advantage on saves against being stunned, paralyzed, or petrified; since Doa are immune to being petrified thought I would make sense. also, Duergar have a similar feature on a side note, Genasi should be able to speak in elemental tongue (Igna for fire, Terran for eath, Aquan for water and Auran for air) the birdfolk (cause I'm not trying to type their name again)speak Auran, water base races speak aquan like sea elves, etc. there was a player in one of my games who played an air genasi and wanted to persuade an air elemental to let them through a room it was wondering in but it did not understand primordial
@exqueue38135 жыл бұрын
Warding wind is a good choice for air, but I'd also consider jump.
@baileyp79275 жыл бұрын
Personally I thought Feather fall, the Air Genasi making themself or allies lighter than air seems very thematic for the race
@thezerowulf5075 жыл бұрын
@@baileyp7927 I just let them have a extended jump range and give them feather fall as a reaction 1 short rest
@nathanjoachimi29175 жыл бұрын
Zephyr strike could fits well
@TomasPabon4 жыл бұрын
what about magic stone for earth genasi?
@chrissimcock89434 жыл бұрын
I agree with your additions except for Air genasi. For resistance, it would be better as cold damage as higher in the sky you go, the colder it gets and skies can be clear and not stormy. As for cantrip, I would give it the thunderclap cantrip to off set the niche usage of levitate. Before you jump at the damage output, remember that produce flame can be thrown at a target to deal 1d8 fire damage. Earth Genasi I agree with the spells but for resistance I would go with poison as many others have said to keep it balanced with water genasi Acid resistance. I would have also suggested lightning damage resistance to go with electric grounding but if air, earth and fire all get resistances to the three most common types of damage then the water genasi would feel underpowered resistance wise. Overall, great video! Keep it up!
@alvinshaw334 жыл бұрын
The suggestions for earth Genasi confuse me. Why would they be resistant to bludgeoning dmg? If something was made of stone or compact earth, like say an elemental, i would think bludgeoning dmg would be the way to go. Piercing and slashing should be the resistant dmg type if we go that route no?
@cjlee67823 жыл бұрын
Thanks for this video. I knew genasi were in 5e, but didn’t know where to find them. Any thoughts on a genasi pact of the genie warlock?
@gabrielseller64345 жыл бұрын
Hey I’m loving the fixing 5e videos, they are all very interesting and insightful. If you’re open to suggestions for future videos I’d love to see a fix for the four elements monk. The subclass has amazing flavour and tons of potential but just feels so disappointing when you read through it. Keep up the good work!
@NerdImmersion5 жыл бұрын
It's on my list, it's just going to take more work/thought than a lot of the other videos. That whole subclass needs to be reworked from the ground up
@ParkaPal5 жыл бұрын
Our group's monk has been using the Way of Four Elements Remastered version from the community and it feels pretty reasonable, though I'd definitely agree it'd be nice to see other potential approaches. reddit.com/r/dndnext/comments/35yn4u/way_of_the_four_elements_remastered_a/
@NerdImmersion5 жыл бұрын
@@ParkaPal I feel I've read this before too. I'll likely take it into account whenever I do my video
@PepicWalrus5 жыл бұрын
@@NerdImmersion I'd love to hear your thoughts on the offical WOT4E and a breakdown of the Remaster and your own fixes. Am in the middle of making a WOT4E and was asking for the Remaster to be used.
@gabrielseller64345 жыл бұрын
Nerd Immersion It’s great to hear that it’s on your list and I understand it would take more time than most fixes. I completely agree that the whole thing needs to be reworked too. Can’t wait to see the fix when it comes out. Take all the time you need
@WhyDoesMyCodeNotCompile5 жыл бұрын
Love the modifications. I would argue earth genasi should get resistance to poison or lightning. will definitely steal as soon as I can play a genasi
@TheArtisticGamer75 жыл бұрын
Earth Genasi, others have said lightning cause they are rock and as such grounded works, I would say Poison(rocks dont get poisoned), blug/piercing damage resistance would work best. Air genasi should get resistance to Force or Thunder. Keep levitate.
@isthisajojoreference3 жыл бұрын
You know how the fire genasi gets darkvision and the water genasi gets a swim speed, it's be really cool if the earth genasi got a burrow speed or tremorsense. A burrow speed would really help with class synergy outside of barbarian, fighter, paladin becuase you could play a melee caster and then burrow into the ground to avoid getting hit. Tremorsense would just be cool because we never get races with senses besides darkvision.
@geoffreyperrin43475 жыл бұрын
I love the idea of genasi. I personally think the base race should be +Con and +1 Cha, since all classes like Con but none but maybe the barbarian really utilize it. Also, I'd say the subraces should get a choice of 2 stat bonuses so they are's fixed to so few options. Air: Dex or Wis Earth: Str or Con Water: Str or Wis Fire: Dex or Int
@VengefulJarl5 жыл бұрын
I've pretty much done the same thing, but made a sperate version based off the base wind and earth for the others to seperate the aberian genasi from Akanul and the base version being the genie descendants. Although I've considered making the minor version a template so other races can benefit such as Spider from the later Drizzt novels
@iselreads29085 жыл бұрын
Hope that Wizards see this. Seems like a good reworking to bring everything up to snuff for this race. It would make playing any of the sub races besides fire much more viable at the very least.
@patrickbaillargeon75682 жыл бұрын
I feel like pass without trace would have made more sense if they'd given a flavor descriptor. For instance, using your magical ability to control earth you're able to muffle/eliminate the reverberating sounds of your party's footsteps, thus granting the bonus to stealth.
@caspianbchalphy4 жыл бұрын
These guys were also in the PotA campaign book as well and people seem to not remember that. It is understandable why players wouldn’t remember this since they wouldn’t get that campaign book. The birds and goliaths aren’t in that campaign book though.
@tylr36695 жыл бұрын
Playing an Air genasi. It's pretty niche. I pretty much only use the unending breathe to go swimming. And occasionally float...but there's so many other concentrations spells better than levitate.
@Artemisthemp5 жыл бұрын
I am aware of all Official race for 5e thanks to dnd Beyond. I however have the issue to chose between Air or Water since Fire and Earth don't say me anything
@kylethomas91305 жыл бұрын
I want to make sure I understand, so you like the themes for Water and Air, but don't feel like Fire and Earth are useful to you?
@Artemisthemp5 жыл бұрын
@@kylethomas9130 I just feel nothing when I read Fire or Earth (especially Earth)
@kylethomas91305 жыл бұрын
@@Artemisthemp Earth is a hard one to create builds for, it would make an interesting geomancer if their ability spread was more in line with such. If a Strength based Monk was a thing that could be fun. Pyro build are popular, but then again so are Teiflings. They'd make a interesting Evocation Wizard or Eldritch Knight. Their cantrip comes in handy for party members without darkvision, and in a pinch can light campfires and singe a foe. Dexterity and Wisdom can be applied to a wide variety of builds, and both elements can have a common yet uncommon theme in their travels. I'd see a Water Genasi easily becoming MVP in a survival based campaign. An Air Genasi Rouge could make their escape with quite a bit of flair, no matter the situation.
@Artemisthemp5 жыл бұрын
@@kylethomas9130 True but I don't really talk stats wise, I just don't feel Fire or Earth Genasi
@kylethomas91305 жыл бұрын
@@Artemisthemp that's fair, the Elemental plane of Earth isn't very popular for campaign settings, and not everyone needs to love fire.
@Mr_Maiq_The_Liar5 жыл бұрын
I can’t remember the last time I saw difficult terrain be earth or stone. Usually it’s mud, knee high water, thick vegetation, or a foot or more of snow. Stone happens to be quite easy to walk on
@knightghaleon5 жыл бұрын
I’d like to see the genasi continue to get higher spells with character level. The air should be able to fly eventually
@aaronsummers22925 жыл бұрын
Question: will you cover also the smoke, dust, etc. Genasi? The in between subraces.
@TwistedTentacleInn5 жыл бұрын
Where are these found? - Innkeeper Vase Odin
@Altyrell5 жыл бұрын
He probably won't as they're not Official 5E (Sub)Races
@aaronsummers22925 жыл бұрын
@@Altyrell Cool, just curious. Thanks!
@Altyrell5 жыл бұрын
@@aaronsummers2292 Yeah, he usually only deals primarily with Official & Unearthed Arcana stuff in the "Fixing Series"
@Karak9715 жыл бұрын
I'd love to hear your in depth take on how to fix way of four elements monk
@NerdImmersion5 жыл бұрын
It's on the list
@makingapoint4 жыл бұрын
I give my PC earth genasi petrify immunity. I like to surprise the party with petrifying monsters in the future.
@ZandarDrake1025 Жыл бұрын
It might be cause my first character for DnD 5e was an Earth Genasi Monk of the Elements, but DAMN were Earth Genasi done dirty in my opinion!!!! Even with the new versions, they were still done in with not having a damage resistance and no 1st level spell. Yes, Blade Ward works nicely on there, and for classes that don't use their Bonus Actions much like Barbarians or Fighters, it's great for survival, though I feel it's miff that they have to essentially decide when they're gonna be buff or not, and the DM can straight up have the monsters ignore them for damage and their usage of it is wasted. I like the idea of them being resisted to Poison, though not quite fitting it still works, as well as the idea of allowing Blade Ward to be done as a Reaction rather than costing a Bonus Action. Earth Tremor for their 1st level spell works great in my opinion too. Another idea would be to give them a sort of AC buff if there's no damage resistance to be. Similar in a way Warforges get their AC Buff, only it can work with or without armor, possibly also a reaction thing done a number of times as Prof Bonus to add that AC buff to make a hit attack into a miss.
@Nedoiko5 жыл бұрын
As for the Earth genasi, Instead of a resistance I'd actually give them a +1 to their AC, to signify they're heartier and more resilient than the other elements. it also fits as their signature ability (the difficult terrain ignorance) is not particularly powerful or would come up as often as the others. On another note I'd maybe give the air genasi resistance to thunder instead of ligthning?
@calebjackson38955 жыл бұрын
Lorewise, I'd have each deal most with phenomena from the planes adjacent to their elemental plane. i.e. Fire Genasi would deal most with devils, air with celestials, etc.
@joshuarowan29285 жыл бұрын
I've always loved playing as a fire genesi exiled from brass. One of the best RPs I've ever done.
@jamesnewell18765 жыл бұрын
I like what you did for the Genasi. I would give the Earth Genasi resistance to Force. My idea is that you can’t move a mountain. Also the Genasi stats are in the reprinting of Princes of the Apocalypse.
@TheAntesse5 жыл бұрын
To be even and consistent across the four types of genasi, you should have the fire genasi get the Control Flames cantrip instead of Produce Flame. Control Flames, Gust, Shape Water, and Mold Earth form a cycle of basic elemental cantrips that can control one of the four elements.
@NerdImmersion5 жыл бұрын
An excellent point!
@MrNetWraith5 жыл бұрын
One mistake right off the bat; Genasi were released in printed form as the Appendix A for the adventure "Princes of the Apocalypse" - so, literally the same adventure that the Elemental Evil Player's Companion was actually a side-aid too included them as bonus content. Also, the Elemental Evil Player's Companion was released as a printed softcover book on the Dungeon Master's Guild website, but it's totally not worth the price unless you actually live in America.
@ericboswell74393 жыл бұрын
Given that the Dao Genie patron for warlocks gives you resistance to bludgeoning damage, I would probably give a Earth Genasi resistance to bludgeoning damage.
@GuiAntonioli4 жыл бұрын
I think they knew EXACTLY what they were doing when they created this. Earth is "weaker" because of the combo "cons + str". It's a Barbarian/fighter race which we know is OP. Now when you give a Water genasi those spells and stuff, you hae to consider they get CONS and WIS. So it's a race fit for Monks, Druids and Clerics, which have a ton of things to do and might not mind much about those abilities. Only thing I agreed was the "pass without a trace" thing which really doesn't go well with a Barb or a Fighter.
@Drahcar4 жыл бұрын
It says the Earth Genasi like to live in caves, what are your thoughts to giving the Earth Genasi Darkvision?
@dtllmpn5 жыл бұрын
I would give Earth Genasi Tremor sense and advantage on saving throws against petrification instead of a damage resistance.
@Trinity08095 жыл бұрын
i think the idea about fire having "only" a 1st lvl spell is due to the cantrip beeing a damaging one. water has a utility cantrip, so the spell once a long rest is stronger(2nd lvl) And there are arguements for changing the stat for fire to cha from int, since they're inherently hotheaded and outgoing, not overly thinking
@NerdImmersion5 жыл бұрын
I'd agree if not for things like Levistus tiefling which gets Ray of Frost cantrip, armor of agathys cast at 2nd level at level 3 and then darkness at level 5. Plus they also have darkvision and resistance to fire damage. Several tiefling variants get damaging spells or in some cases multiple damaging spells and all the ones acquired at level 3 are cast at 2nd level
@Trinity08095 жыл бұрын
yeah, i know. compared to some other races even your buffed versions still seem lackluster.
@MakeVarahHappen5 жыл бұрын
Personally I'd choose Magic Stone instead of Mold Earth. While it has less versatility and isn't themed around manipulating your signature element like Shape Water, I think it fits with the theme of Earth and is pretty similar to Produce Flame. I'd give resistance to Thunder damage for Air and either advantage on shape-changing throws and petrification for Earth or resistance to non-magical Bludgeoning damage but make Earth Tremor first level for balance. Edit: Actually I might use Force for Earth Genasi? My concern was that it wouldn't be used enough and while it is rare I'd rather have one race use a somewhat underused damage type then it just be objectively better.
@Booklat15 жыл бұрын
allowing genasi to pick aberrant dragonmark as a feat kinda helps.
@traach54045 жыл бұрын
I think earth should actually be resistant to lightning damage because they are "grounded" so electric spells wouldnt work as well And I think Air should have Thunder resistance, because I interpret thunder damage as large blasts of air.
@fireknight41515 жыл бұрын
Web DM did a good video on Gemsi and they had some ideas I like For water I would give them a faster movement speed even more than Triton because they are water and possibly create a aura where people inside can breathe water Also I would take some inspiration from ATLA and include flavor hoe each element both has a good side and a bad side. Fire is both warming, cooking campfires and raging wildfires. Water is a crushing wave and floods and healing cooling water. I love how in ATLA each element had good and Evil to them
@Necrothian5 жыл бұрын
I’d give Earth Genasi lightning resistance, since ‘thunder spells’ tend to also have the effect of doubling damage against objects or constructs. Obviously Earth genasi aren’t constructs, but it feels better to me personally. And then swap out the resistance on air genasi to cold. Lightning fits the storm aspect of sky, but it also gets chilly up there.
@Astrein00175 жыл бұрын
I think it fits more for a earth genasi to be resistant to FORCE damage cause they are stoic and hard to move.
@WexMajor825 жыл бұрын
You could give Zephyr Strike to the Air Genasi.
@NerdImmersion5 жыл бұрын
Not a bad idea however it doesn't get anything when cast at 2nd level, so it I'd either stick with Levitate or maybe Warding Wind
@Shov3ly4 жыл бұрын
force damage resistance for earth would make sense - you always take force damage when forced into rock and so on.
@schylerfontenot73583 жыл бұрын
Super late to this video but another idea for earth genasi would be to give them advantage on Con Saves which could be fitting
@Xtra_Medium5 жыл бұрын
I think there's an argument to be made of giving Genasi players a choice of 1 resistance type For Air I would give players a choice of Thunder or Lighting, Water Acid/Cold and for Earth Slashing or Poison.
@RPGFanboy144 жыл бұрын
I would say give Air Genasi the fly spell but only let it be cast on self. Its a 3rd level spell but it just makes sense to me. Granted you can kinda get the same effect with gust and levitate I suppose but in that cast I'd swap gust with Thunderclap. Otherwise neat video!
@BubblingBrooke5 жыл бұрын
I adore genasi. I have 3 and I enjoy them very much.
@Archer-14534 жыл бұрын
(whisper) why not make the Earth genasi resistant to lightning damage...since it’s slightly more common than thunder, elemental in nature, and earth irl does not conduct any electric current?
@ipoint014 жыл бұрын
So thematically earth genasi should get lightning resistance seeing as they are one with the earth and thus are grounded to it allowing them to force lightning down the path of least resistance and doing the minimal damage. Air gensai should get thunder resitakce since its the closest thing we have to a sound based damage type and sound waves travel via vibrating air particles. Thus those who have control of the element of air would know how to mitigate the damaged caused by these vibrating air molecules.
@maxx83625 жыл бұрын
I think the problem you are having trying to decide the resistance for the earth genasi stems from you trapping yourself with the concept of resistance and not thinking of it as a defensive feature. If you want to represent the resilience of the races body, then you do something with its AC. I would recommend either a flat +1 bonus to AC or changing its unarmored AC calculation to 13 + Con mod.
@mileslugo64305 жыл бұрын
Give Earth Genasi Resistance to slashing
@supercalifragic15515 жыл бұрын
I would preferably eliminate the spells entirely, and give them unique custom racial abilities to manipulate their element. Spells aren't created equal, for example Gust is one of the worst cantrips out there while Mold Earth is one of the best. But what's worse, is that spells are too limited in application, they do not satisfy the thematic desire to be an elemental related race (or class). Custom racial abilities can fix that. They're already very lackluster anyway.
@kylethomas91305 жыл бұрын
Weren't most of those spells added with the original book that added Genasi to 5e?
@TheWonkster5 жыл бұрын
I would say instead of resistance for the earth Genasi, give them the Hill dwarf thing where they get one extra hit point per level
@anthonynorman75455 жыл бұрын
Earth should be resistant to lightning damage. I thought spells like shatter (thunder damage) were better against things made of earth.
@zoedilks97984 жыл бұрын
What about Jump for Air Ginasi
@achimsinn77825 жыл бұрын
I would give fire genasi the light cantrip rather than the darkvision - that fits better to the theme of being firebased IMO. Also I don't like air having holding breath and water being able to breathe under water as those are being too similar to each other. I would give Air Genasi a higher movement instead and maybe also the ability to jump higher / longer distances.
@FrozenEnoch5 жыл бұрын
I think maybe the earth genesis should be resistance to piercing. If you think about it’s pretty hard to stab a rock.
@jackcoleman58714 жыл бұрын
I would make it resistance to getting knocked prone grappled or shoved while standing on the ground.
@jackcoleman58714 жыл бұрын
For the earth genasi
@Dennis-vh8tz4 жыл бұрын
I've liked the idea of the Genasi but not the implementation. Some ideas: Water Genasi should have resistance to Cold instead of Acid, so they can survive in the cold depths. Earth Genasi could get Powerful Build as their special ability and resistance to bludgeoning, piercing, and slashing damage (limit it to non- magical if you wish, but it doesn't matter much as few monsters do magical damage). Another option would be natural armour that is good enough to matter (at least 13, but I'm thinking 10 + proficiency bonus) or even a +1 bonus to AC (if you need to limit this make it while not wearing heavy armour). I feel the Air Genasi should get either get both Lightning and Thunder resistance, or at least the player's choice of those two (I want to see them both mentioned).
@hephaestusmac5 жыл бұрын
I'v made these fixes to my games, always try to get other dms for other games adopt them. Sadly one of the dms compare every race to their favorite race "human" and alot of other races are seen as op and the gensai were never touched
@TuckBolt5 жыл бұрын
Fire is just a tiefling. If you go back and compare a fire genasi to a tiefling, they're very very similar.
@btCharlie_5 жыл бұрын
How about scraping the Earth Genasi's resistance and go with the Dao version - instead of the resistence, give them advantage on saves against spells and effects that affect their bodies, like against the petrified condition, paralysis, or poisoned condition. Alternatively, resistance to poison damage comes kind of naturally, but also is kinda lame.
5 жыл бұрын
My Earth Genasi get "Resistance" to Piercing, Bludgeoning and Slashing damage wich is not INMUNITY but they ARE sturdy .. so... Air Genasi can get lightning damage spell... something like it.
@pizzaemperor35535 жыл бұрын
Could you do the Great Old One Warlock? It seems weaker compared to the other Patrons
@sammatterlin7395 жыл бұрын
Earth Genasi should get advantage or immunity to pushing or pulling effects
@MrNetWraith5 жыл бұрын
To me, 5e genasi suffer because of two major problems. The first is that, traditionally, there's only so much you can actually do based on the elements in D&D - fire and water lend themselves readily to racial features, but air and earth? Not so much. The second problem is that they're clearly trying to hearken back to the classic genasi design, and genasi were actually traditionally rather underpowered: in AD&D, each genasi gained a single 1/ day elemental spell and a +1 (with another +1/5 levels) bonus to saving throws against elemental spells of their element... and even then, Fire and Water genasi got better stuff (infravision and immunity to normal fire for the former, a swim speed and amphibiousness for the latter). 3e was basically an update of AD&D, although air genasi did gain their "don't need to breathe" trait in this edition. There's just... not a lot to really draw from if you're deliberately trying to be faithful to previous incarnations of the race. Honestly, I think 4th edition did genasi better; tying them to the Elemental Chaos and "blurring" the races by treating elemental affinity as something a genasi could gain the ability to shift. It didn't matter so much if different elemental affinities had more "specialized" racial traits, because you could build your genasi to switch elemental affinities, giving you a broader pool of potential racial abilities. To say nothing of how their feats and racial paragon paths could boost them up.
@ObliviousNaga5 жыл бұрын
I feel like the fire genasi burning hands at level 2 is a bit strong but I don't know how that argument holds up
@NerdImmersion5 жыл бұрын
Base Tieflings get hellish rebuke cast at level 2, so that's 3d10 to a single target when they reach 3rd level. Cania tiefling get burning hands as a 2nd level spell at level 3 as do the variant hellfire tieflings
@ObliviousNaga5 жыл бұрын
@@NerdImmersion fair enough but compared to the other genasi subraces, it just seems the more powerful option. Then again it is fire which is one of the more resisted elements. In comparison to its siblings, it seems the more dominant choice which I was trying to originally convey but failed at that
@kylethomas91305 жыл бұрын
I've gushed about Genasi in someone else's video, but it would be a lot of effort to retype all that. As far as demi-humans, they have the most inescapable duality, and yet make a terrific starting point for many character archetypes. They fall short for min maxing because their +2 is a defensive stat with no skills to buff.
@josephwilliams52925 жыл бұрын
Con is a secondary stat for a lot of classes, namely barbarians, Clerics, and surprisingly enough Sorcerers, so it can be pretty good for min-maxing if you pick the right class
@kylethomas91305 жыл бұрын
@@josephwilliams5292 it's not that Constitution is a bad stat to increase, or that I think characters should be min-maxed. That type of player usually looks for a +2 to throw on top of their spellcasting or attack rolls to succeed. Usually a +3 in a stat is above average for a level 1 character. However every character needs Constitution, having less than 10 means you subtract HP from your roll on level up. Even though people tend to focus on the offense of a character, a positive modifier will net you more HP and better saving throws.