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  1. Races

Demi-Genie

Humanoid

Matter can not be created or destroyed. This fundamental law of the universe bends even the magic of the Universal Spheres to its will. When spellcasters and genies cast the wish spell, they pull from one or more sphere's magical power. This power can leave a mark on the material sphere, often by changing an unborn child’s very nature. When these infants are born, they are Half Breeds; They are half the mortal mothers race, and half the makeup of the elemental sphere they originate from. These entities are called Demi-Genies, for they share resemblance with their Genie cousins.

A Demi-Genie inherits traits from both sides of their unnatural birth. Their physicality and size is inherited by their mortal parent, but their personalities and inherent abilities always come from their parental Sphere. 

Demi-Genie Names

A Demi-genie will often follow the naming conventions of the society in which they are raised, but will sometimes take on a mononym or nickname that references their parental Sphere. Some examples include: Ash, Drippy, Breeze, Mudslide, Eclipse, or Flash.

Demi-Genie Traits

All Demi-Genies share these traits:

Languages

You can speak, read, and write Common, primordial, and the language of your mortal parent’s race.

Ability Score Increase

You increase your constitution score by 2

Age

Demi-Genies age and mature at a similar rate to their mortal parent, but live 10 percent longer.

Alignment

Demi-Genies alignments tend to vary greatly. Due to the nature of the Spheres, they tend toward neutrality.

Size

Demi-Genies take on the size of their mortal parent. 

Speed

Demi-Genies take on the speed of their mortal parent.


Demi-Genie Subraces


Demi-Aqua

An Aqua is a proud and egotistical genie of water, and a Demi-Aqua is no different. A Demi-Aqua might have semi transparent skin that is always moist to the touch. They might have perpetually wet hair, or webbed fingers or toes. Their skin can be bluish or greenish in color, or have a texture similar to coral or porous rock. Their personalities are that of royalty, arrogant and prideful, often with a confidence only earned by those that have it all.

Ability Score Increase

You increase your wisdom score by 1.

Ocean Spray

Once per short rest, you may spray a jet of water in a thirty foot line that is five feet wide. All creatures in the line must succeed a dexterity saving throw against your spell save DC or be knocked prone and take 2d6 bludgeoning damage or half on a successful save. Constitution is your spellcasting ability for this ability.

Natural Habitat

You can breathe air and water. You have a swimming speed equal to 30 feet.

Gift of the Sea

You know the shape water cantrip. When 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. Constitution is your spellcasting ability for these spells.


Demi-Caeli

Caeli are wistful spirits of the air, sensuous and affable genies that love to interact with mortals. A Demi-Caeli beholds themselves to be as changing as the air around them. Their hair seems to always be whipping around as if tousled by a breeze, and often changes color, just like their skin, which can vary from a pale white to a light blue. They seem to float more often than walk from place to place, and their voices carry a faint echo.

Ability Score Increase

Your Dexterity score increases by 1

Airhead

As long as you are not incapacitated, you can hold your breath indefinitely.

Featherweight

You weigh only half as much as your mortal races average.

Gentle Breeze

You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


Demi-Ignis

Igni are intelligent fiery elementals with a short temperament, deep cruelty, and a monstrous pride. Demi-Igni are just as much; Demi-Ignis are all too commonly Cruel tricksters, destructive sociopaths, and wicked bullies. Their skin might eternally flake away like ash, be colorfully shifting like a fire, or burnt black like charcoal. Their hair could be bright red, or even a living flame atop their heads. Their voices might crackle like a campfire. Most are accompanied by the faint smell of brimstone.

Ability Score Increase

Your intelligence score increases by 1.

Warm Blooded

You have resistance to fire damage.

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. 

Fire in the Hole

You know the produce flame 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. Constitution is your spellcasting ability for these spells.


Demi-Lux

A Lux is a being of generosity and prophecy from the Sphere of Light. A Demi-Lux is a creature with natural radiance and an uncanny foresight. Their skin may be somewhat transparent, resembling a glass lamp with a light inside. Their hair may shine golden, or have an unnaturally neon color to it. A Demi-lux’s personality is based purely on factual information and they have a hard time understanding metaphor. They can be seen getting lost in visions of possible futures, and will often generously attempt to prevent unfavorable ones.

Ability Score Increase

Your Wisdom score increases by 1

Let it Shine

As an action, you may begin emitting bright light from your body in a 30 foot radius, and dim light in a 60 foot radius. This light cannot be extinguished by any means until you take a free action to do so. This light behaves just like light from the sun in case of resistances or vulnerabilities.

Vision of the Future

When you finish a long rest, roll a d20 and record the result. Until your next long rest is finished, you may choose to replace ANY d20 roll that you can see within 60 feet with the number recorded. You may only do this ONCE until you finish a long rest. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Belay the Dark

You know the dancing lights cantrip. Once you reach 3rd level, you can cast the spell Faerie Fire 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. Constitution is your spellcasting ability for these spells. When you cast this spell in this way, the creatures appear to glow like colored neon, and can be any color in the spectrum of visible light.


Demi-Terra

A Terra is an evil being of greed and power. A Demi-Terra behaves similarly, using their innate strength to get what they want. A Demi-Terra might have dust perpetually falling from them, or walk with a cloud of disturbed earth beneath them. Their eyes might resemble gemstones. They might also seem to be made of metal, polished and smooth. Their voice might carry an overtone of metal scraping against metal.

Ability Score Increase

Your strength score increases by 1.

Solid as a Rock 

Your armor class increases by one.

Terra’s Strength

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Merge with Stone

You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


Demi-Umbra

An Umbra is a being of pure darkness from the Shadow Sphere. While most would assume a Demi-Umbra is evil, in fact, most Demi-Umbras are very neutral. They enjoy creating chaos and obscuring the truth with darkness, literally and figuratively. They are naturally persuasive and deceptive. Their skin may be pitch black, almost seeming like a void, and their eyes generally have no iris, simply a colored pupil on a pure white sclera.

Ability Score Increase

Your Charisma Score increases by 1.

Allure of the Void

You gain Proficiency in Deception and Persuasion.

One with Shadow

You have advantage to hide in dim light and darkness.

Eyes of the Umbra

You can see in total darkness as if it were bright light out to thirty feet, and out to sixty feet as if it were dim light.


Selection Description

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