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 | edit source]

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 | edit source]

SMW::OFFSummary::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:

Genasi also have other traits depending on their associated element:

Air Genasi[edit | edit source]

  • (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 | edit source]

  • (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 | edit source]

  • (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 | edit source]

  • (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 | edit source]

  • +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 | edit source]

  • 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.SMW::ON

Elemental-Bodied[edit | edit source]

SMW::OFFElemental-bodied are Summary::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.

Elemental-bodied also have additional racial traits by elemental subtype: {{#set:Racial Ability Adjustments=Variable}}

Airbodied[edit | edit source]

  • +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 | edit source]

  • +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 | edit source]

  • +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 | edit source]

  • +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 | edit source]

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

Powerful Races[edit | edit source]

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 | edit source]


Created By
IGTN (talk)
Date Created: 2010
Status: Essentially complete
Editing: Please feel free to edit constructively!

Mephit[edit | edit source]

. 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.. 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 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.

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. {{#set:Racial Ability Adjustments=Variable}}
  • 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'.</onlyinclude>

Back to Main Page3.5e HomebrewRaces
Back to Main Page3.5e HomebrewSourcebooksBook of ElementsRaces of the ElementsSMW::ON

Azers[edit | edit source]

SMW::OFFAzers 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.

  • 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 is fairly warm. Their attacks with natural or metal weapons do one 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.SMW::ON

Genies[edit | edit source]

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 | edit source]

SMW::OFFSummary::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.

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.SMW::ON

Djinn[edit | edit source]

SMW::OFFDjinn (3.5e Race)SMW::ON

Efreet[edit | edit source]

SMW::OFFEfreet (3.5e Race)SMW::ON

Marids[edit | edit source]

SMW::OFFMarid (3.5e Race)SMW::ON

Jann[edit | edit source]

SMW::OFFJann (3.5e Race)SMW::ON

Khayal[edit | edit source]

SMW::OFFKhayal (3.5e Race)SMW::ON

Qorrashi[edit | edit source]

SMW::OFFQorrashi (3.5e Race)SMW::ON

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