
Genasi
Legacy
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Species Details
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.
During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.
Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.
Heirs to Elemental Power
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.
Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Wild and Confident
Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.
Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.
Genasi Lands
As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.
GENASI ON ATHAS
Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy.
Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.
Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.
Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.
The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.
GENASI BACKGROUNDS
Each genasi subrace has its own temperament, which might make some backgrounds more suitable than others.
Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high mountains. Fitting backgrounds include charlatan, entertainer, and noble.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.
Appropriate backgrounds for earth genasi include hermit, outlander, and soldier.
Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk. But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations.
Likely backgrounds for a fire genasi include criminal, folk hero, and noble.
Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything. Good backgrounds for water genasi include hermit and sailor.
Genasi Names
Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
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.
Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.Languages
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Ability Score Increase
Your Constitution score increases by 2.
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.
Speed
Your base walking speed is 30 feet.
Air Genasi Legacy This doesn't reflect the latest rules and lore. Learn More
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase
Your Dexterity score increases by 1.
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind
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.
Earth Genasi Legacy This doesn't reflect the latest rules and lore. Learn More
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase
Your Strength score increases by 1.
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.
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.
Fire Genasi Legacy This doesn't reflect the latest rules and lore. Learn More
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase
Your Intelligence score increases by 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 make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance
You have resistance to fire damage.
Reach to the Blaze
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.
Water Genasi Legacy This doesn't reflect the latest rules and lore. Learn More
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
Ability Score Increase
Your Wisdom score increases by 1.
Acid Resistance
You have resistance to acid damage.
Amphibious
You can breathe air and water.
Swim
You have a swimming speed of 30 feet.
Call to the Wave
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.
I'm reading a lot of comments saying that this is a fairly unexciting race to play. I think you lack imagination. The impact that this sort of cultural rejection can have on a character is devastating and exciting in equal measure. Imagine the sarcastic sailor who ran to the oceans because it was the only place they could call home. Imagine the teen fighting constantly to keep their temper under control because they know if they get angry all that will be left is ashes. imagine the girl with self esteem issues who longs to be a thin and clean elf and is cursed to be dirty and stalky. Imagine the bard who goes from town to town telling dramatic stories with the wind on his back who pretends that they would hate to settle down but in reality they fear being rejected yet again for something they could never change. Heck the motivation of these characters could be to erase their genie heritage and finally be accepted. The character is only as good as their player you know.
I absolutely agree. If you don't like the race, or think it is underpowered, work with your DM to make more exciting for you. Give it Darkvision, add more racial spells, whatever you feel you need to do to make it what you think is good.
I like this race, but I am not keen on how 5th edition explicity states they come from genies.
I liked that 3.5 descriptions made room for these rarer, alternative possibilities.
thx
Suggestions for people looking to spice up the Genasi: I love the race, let me be clear, but I do have some personal homebrew surrounding the race.
1: I view the above as a very good representation of what "variant human" with elemental attributes looks like. Stat-wise and abilities, you could get a very close replica using variant human rules. While I allow the above in campaigns (though nobody plays the race), I also allow "subrace substitutions". Meaning, you can choose a subrace from a different base race for any race that has subraces with dm approval. The approval's just to get my players thinking rp why they made those choices, and what it means for their character (some races like Half-Elves have additional halving rules, so this requires some occasional and additional give-and-take).
2: The spells and racial bonuses aren't balanced among the four subraces (rude, WotC). *SKIPPABLE RANT OF GRIEVANCES* Create or destroy water is given as a 2nd-level spell at 3rd level, but burning hands is given as a 1st-level at 3rd level. Shape water controls water that's already there, produce flame doesn't give you any control over flames other than the one sitting in your palm; air and earth don't even get a cantrip. Air and Earth also have half the number of bonuses as Water; Fire could be arguably counted as having the same number as Water, as water breathing and swim speed are arguably a set item. Earth and Water have movement unhindrances, and Fire has darkvision (which could be counted as unhindering movement in darkness), but Air has at best a limited levitate (levitation is super useful if you're creative, but that's their one thing). Water and Fire have resistance while Earth and Air don't. *END OF RANT*
So as a balancing suggestion to bring up with your dm (though always talk with your dm, as they might have their own ideas), every Genasi subrace should have 1 resistance, 1 movement unhindrance (I make up words to describe complex concepts that I'm not photosynthesis enough to name after midnight, and I don't care what you think), 1 cantrip, and 1 higher level spell.
Air: Lightning or Thunder resistance, Self levitate at will and Unending Breath, Gust, Levitate/LR
Earth: Paralysis resistance or -1 mod to received bludgeoning, piercing, and slashing damage, Earth Walk or Tremor Sense 60 ft., Move Earth, and Meld into Stone as a ritual or Pass Without Trace/LR
Fire: as is except Burning Hands/LR or Control Flames (I like keeping Produce Flame but also adding this as one produces and the other controls) or Flame Blade/LR or Hellish Rebuke/LR (personally against that one as it overlaps with Tieflings, but it makes sense)
Water: as is except Acid or Cold or Lightning resistance
Using suggestion one, I rule that Half-Elves get resistance and movement or resistance and spells and no additional ASI, and usually Half-Elf fey ancestry is replaced by resistances gained from the variant or subrace (though you can always debate that and get both with a flexible dm). I would also suggest the halving rules for races that don't get subraces but players want to apply Genasi this way to that race; they do have to give up something to retain the balance (Half-Elves are sacrificing two skill proficiencies and their fey ancestry in this case). Again, Genasi are really fun to play as is and don't "need" improving for creative players as demonstrated by Emere's Air Genasi Monk.
The world needs more Genasi wizards. Fire gets +1 INT which is equivalent to humans and high elves, plus the fire resistance means you can out-fireball other wizards if you need to. And if I could make an argument for Air: survivability for wizards is more about maintaining space than relying on AC and HP, and being able to cast levitate from level 1 without using a spell slot is great in this regard.
i like the fire benders ?!
I had a fire genasi character that wasnt even born a genasi. They were a warlock and as part of the pact their patron turned them into a fire genasi by exposing them to huge amounts of magical fire. There is a lot of cool stuff you can do with genasi and they are one of my favorite races to play.
In playing my Air Genasi, I let my DM choose the extent of certain racial traits. Certain things that probably don't apply to the race regularly, he applied to my character. It helped drastically when playing the Strahd module. Two things I can remember off the top of my head is this:
- She is less tangible than a regular person, made of air with the composition and look of a human; when bitten by a vampire, the Necrotic aspect of their damage did nothing to Zephyr (my character) and they did not regain hit points.
- Gasses affected my form, seeping into the "skin" of Zephyr. I believe part of the reason he did this was to partially negate my ability to not breath at times, but it had its benefits as well. This also allowed Zephyr to know when something was off and dangerously affecting the group; he made several notes to me in particular, saying that my PC felt the change in her form. Certain things, such as the gas trap in the 3rd/4th floor secret fireplace room didn't effect her.
I believe that a few helpful things for the Air Genasi in particular would be: Darkvision and increased speed would be INCREDIBLY nice in general. They need a bit more of an "umph" to them; perhaps, for the "Levitate" feature on an Air Genasi, don't make it as simple and semi-useless as a "1/Long Rest" type of deal. I get that that's how most of these things go, but as underpowered as they are, something like that can't hurt that bad.
You can freeze water, but acid will just be absorbed
E fallo lol, chi ti ferma?
I’m making a water genasi that can’t swim lol
Well i will use them for an offspinr of my old character.
My old character was an half-elv and laid an fire-giant-queen.
Their child will be genasi,
Characters are about roleplay. What bonus cantrips or stats they get is missing the point entirely. Those are just game effects - play a gensai because you're interested in playing a character linked to the elements, not because you get +2 Constitution.
I have played Genasi before, and while they do not have much culture in their race, it lets you be a bit more free with their backgrounds.
Uh, so how do you all think a fire genasi would work with a draconic bloodline sorcerer?
I recently created a Water Genasi sorcerer and I debated between Wild Magic and Draconic Bloodline, I eventually chose the former because I wanted to play up his genie heritage and I didn't want the draconic stuff interfering with that (also the "you never get exactly what you want from a genie's wish" seems to work with Wild Magic). But there's no reason you couldn't do Draconic Bloodline - if the non-genie parent has the draconic bloodline, maybe the genie parent saw that and sought to create powerful children. Or maybe the genie parent is part dragon, explaining their great power. Or maybe, in the shame of his genie heritage, the Genasi wanted to rid himself of it by making a deal with a dragon, but it only amplified it. There are plenty of options.
As far as gameplay goes, this also gives you an additional damage type resistance - you're already resistant to fire as a Fire Genasi, so unless you pick your Draconic Ancestry as Gold or Brass, you get a second type of your choosing. Having both of those from level 1 can be great.
I'm brand new to D&D and I don't really know what I'm doing so I pick a random character an Air Genasi. So i've created a Lesbian Air Genasi from a noble family who is in love with the daughter of a rival family as sorcerer she knows how to use spells but at the beginning relies more so on her ability to charm and manipulate the people around her with her performance skills before going to attack. (again I know nothing any help is appreciated).
This seems like the best race I´ve seen. It is second only to the kandra race.
My first character is an air genasi bard, and he's so fun. I'd like to homebrew the genasi a bit, but probably after this campaign ends so it doesn't mess things up for the campaign I'm in.
I feel like this race has a lot of potential for roleplay. My bard has a tendency to get easily irritated and he's rather self-centered, but he has some people in the party who he genuinely cares about and he's super fun to play.