Deep Dive - The Genasi

Deep Dive - The Genasi

Children of the elements, the Genasi have had an interesting history. Starting off as a playable race, with four different types of Genasi to choose from, you’ll have hard decisions to make. Each has its own set of unique abilities and traits, so you can’t go wrong no matter which one you pick, though we all know, you are going Fire Genasi because you just can’t help but set things on fire.

2e - Genasi (Air/Wind Duke)

Stat Bonuses: +1 bonus to Dexterity and Intelligence
Stat Penalities: -1 penalty to Wisdom and Charisma
Saving Throw Bonuses: a +1 versus air-based magic (per 5 levels)
Special Abilities: Levitate once/day
Class Options: Priests, fighters, wizards

The Planewalker’s Handbook, 1996 TSR Inc. / Air Genasi

The Genasi first appear in The Planeswalker’s Handbook (1996), and while they aren’t a monster you’ll have to worry about fighting, you do have to worry about what they are going to think of you. The Genasi are one of the new plane-touched playable races, which include the aasimar, bariaur, githzerai, planar half-elf, planar human, rogue modron, and tiefling. Plane-touched races have evolved over eons, and how many of them came into existence is a mystery. What we do know is they are part human and part, well, something unknown and planar.

Of the plane-touched, the Genasi are the most arrogant and think that all others are beneath them, so now you know what they think of you, a mundane, non-magical human. Though, you are in good company. When we say all creatures, we mean all creatures and this includes other Genasi that aren’t of the same element or that are of the same element. They even look down on proper elementals, including genies and primordial beings.

But we suppose we can understand why they might be dismissive of other people. They are often thought of as alien and strange and mistrusted because of their elemental-like appearance. Their appearance often takes on elements of their… well, element, and it even influences their personality. Fire Genasi may have skin the color of coal or red hair that looks like flames and be hot-blooded with a fiery temperament. Thanks to their close connection to the elements, which they couldn’t hide their physical connection to even if they wanted to, they know they are different, and they relish their uniqueness.

The Planewalker’s Handbook, 1996 TSR Inc. / Earth Genasi

There are four types of Genasi for the four basic elements that make up the Inner Planes; Air, Earth, Fire, and Water. The Air Genasi may be the most arrogant of the bunch, and that's saying something. The result of the copulation between a human and such creatures as djinn, sylphs, and spirits of the wind, they are known as Wind Dukes. You could find one being raised by the djinn or living among humans who call the Elemental Plane of Air their home. You may even be able to call one a friend since they can form such relationships, as long as you don't mind your friend thinking you're inferior to them.

Air Genasi care little about their appearance. Even so, we are confident, they look fabulous with their unkempt, wind-blown hair. Their skin is light blue, which is very cool to the touch. They have a breathy voice, and a slight breeze always seems to swirl around them. Their clothes are usually ill-fitting and torn, probably due to floating in the winds on this Plane. All of this gives you a hint about their personality. Beyond being aloof, they are carefree and chaotic, not giving a crap what others think about them. If you hope to play as one, you get a +1 bonus to your Dexterity and Intelligence, but a -1 penalty to your Wisdom and Charisma, and you can cast levitate once per day.

Earth Genasi have a close connection with the Earth and are most commonly the result of a union between a human and a dao. It's rare because the dao wants nothing to do with creatures of the flesh and we can only assume that lapidaries are the only ones with interest in the dao. Dao find Genasi weak and unworthy, which is why you'll find Earth Genasi living among humans most of the time. We suppose we can begin to understand why Genasi think they are better than everyone else, it’s a defense mechanism for being cast out by their elemental-parent.

Earth Genasi, also known as Stone Princes, are rough and tough, with many to be hewn from the rock itself. Which is fitting since they have a natural Armor Class of 8, instead of 10. Some Stone Princes may appear to be dirty and unkempt from digging in the dirt, while others are impeccably clean, much like a polished diamond. They all have some common traits: brown leathery skin, eyes black as night, deep voices, and they like to take their time, thinking over problems carefully. If you play as an Earth Genasi, you get a +1 bonus to your Strength and Constitution, a -1 penalty to your Wisdom and Charisma, and the ability to cast pass without trace once per day.

The Planewalker’s Handbook, 1996 TSR Inc. / Fire Genasi

The Fire Genasi are the opposite of the Earth Genasi in many ways. Their passion and tempers run hot, and they are quick to action. They rarely take more than a few seconds to think through their choices, preferring to charge head-first into the fray. Fire Genasi, known as Fire Lords, are the result of a human and such creatures as a fire spirit or efreet. If you thought being cast out of your elemental parent's society was bad, know that the Fire Genasi have it much worse. Their fiery parent will attempt to murder them at birth. A lucky few are absconded by their human parent and live among us.

Unlike other Genasi, Fire Lords are deeply concerned about their appearance and will always look fashionable and groomed. Don't get us wrong; they don't wear flashy clothes or gaudy jewelry. Fire Genasi prefer understated black or red clothes, and accent items complimenting their appearance that typically includes deep red or black skin, blazing red eyes, red hair that looks like living flames, and more. If you are attracted to the idea of always being warm, Fire Genasi get a +1 bonus to their Intelligence, a -1 to their Charisma, are immune to non-magical fire, and have the ability to cast affect normal fires once per day which, as you might guess, allows you to control fire.

Our final Genasi are the Water Genasi, also known as the Sea Kings, which really puts them at the top of royal-sounding nicknames. As kings are wont to do, Water Genasi are very independent and unique in attitude and personality. They are typically abandoned by the human parent, probably because humans don’t breathe water very well, and also by their water elemental parent, typically a nereid or marid, probably because they’re really busy singing in The Little Mermaid. Left alone at sea, a lucky Water Genasi will be adopted by another creature, which includes dolphins, whales, merfolk, and tritons. Though not every baby will be lucky and they may be adopted by less savory creatures such as sharks, sahuagin, or even ixitxachitl, but at least they have someone to call mom or dad.

The Planewalker’s Handbook, 1996 TSR Inc. / Water Genasi

Most Water Genasi have subtle differences in appearance from their human parents, though they’ll at least have blue-greenish skin, clammy skin, black eyes, tiny scales covering their body, or hair that waves and sways like they are constantly underwater. Luckily, they can breathe water, as if they were breathing air since they have no gills, and are pretty good at swimming. If you play as a Sea King, you get a +1 bonus to your Constitution, a -1 penalty to your Charisma, and you can cast create water once per day.

Regardless of what type of Genasi you are, they are very connected to their element, and priests or wizards can only take dedications that somehow tie into their element. Like an Earth Genasi priest can only be dedicated to a god with a domain focused around the earth, while a Water Genasi wizard will have to be an elementalist focused on water magic. In addition, they all gain bonuses to saving throws against effects that deal with their element, so Fire Genasi get a +1 bonus, for every five levels, to fire-based saving throws. To top it all off, all Genasi are driven to overcome any challenge and prove to the multiverse that they are destined for great things. Terrible, maybe, but great.

3e/3.5e - Genasi (Earth)

Medium Size Outsider
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+2 natural, +4 chain shirt)
Attacks: Greatclub +2 melee
Damage: Greatclub 1d10+1
Face/Reach: 5 ft. by 5ft./5 ft.
Special Qualities: Merge with stone, earth resistance
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 13, Dex 10, Con 14, Int 11, Wis 7, Cha 6
Skills: Climb +3, Craft (blacksmithing) +4
Feats: Toughness
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class

The Genasi first appear in Monster Compendium: Monsters of Faerûn (2001) as a creature your party of murderhobos can kill. Why Faerûn, you ask? It turns out most Genasi are conceived there. Creatures from all planes, shapes, and sizes pass through this setting, where a resident of the Elemental Plane and an ordinary humanoid can, well, copulate. The result is a Genasi of one type or another, and they spend most of their lives alone in the wilderness of Faerûn.

Monster Compendium: Monsters of Faerûn, 2001 Wizards of the Coast / Air Genasi, Fire Genasi, Earth Genasi, Water Genasi

The Genasi in this sourcebook are mirrors of the previous edition, with the lore not adding anything new, but rather just a copy-and-paste of what came before. The abilities are updated to this edition, though it remains largely the same. We do learn, however, that Genasi can now be more than just fighters, priests, and wizards. They can also be sorcerers, druidsrogues, and any other class you might want them to be.

Forgotten Realms Campaign Setting, 2001 Wizards of the Coast / Air Genasi

Luckily, you only have to wait four months until June for the release of Forgotten Realms Campaign Setting (2001) with information on making a Genasi playable character. Though, it isn’t much different from before. They have the same bonuses and penalties to their ability scores, they have the same unique abilities, and more. What we do get are a few clarifications and that Genasi are considered a ‘Powerful Race’ so if you wish to play as one, you are taking a one-level penalty to your character, so if you are making a 3rd level character, they will only have two levels in a class, that third level will be tied into your race.

The Genasi, along with all other planetouched races, have three innate traits. First, charm spells that specifically affect humanoids, like charm person, do not affect Genasi since they aren’t people, but outsiders. Second, when a Genasi is targeted by a spell or effect that would affect only an extraplanar creature, they, too, will be affected. For example, if someone cast the banishment spell on a Genasi, it would work normally since the spell removes an outsider from the caster's home plane. Third, because they are considered natives of Faerûn, a Genasi can be raised or resurrected normally. That's a big deal, as when an outsider dies, nothing short of a wish spell can bring them back to the land of the living.

Forgotten Realms Campaign Setting, 2001 Wizards of the Coast / Aasimar, Tiefling, Fire Genasi, Earth Genasi, Air Genasi, Water Genasi, Human

In Dragon #293 (March 2002), we are given a roadmap about using the Genasi in your campaign in the article The Elemental Planetouched by Sean K. Reynolds. This article focuses on providing new role-playing information for Genasi, as well as reprinting the racial abilities from the Forgotten Realms Campaign Setting

Dragon #293, Mar. 2002 Wizards of the Coast / Fire Genasi, Earth Genasi, Air Genasi, Water Genasi

Some of the new bits of information include things like how Air Genasi are often mistaken for sorcerers with a penchant for air magic, which we are sure Air Genasi are more than happy to look down their noses and sneer at such uninformed observers. In fact, many Air Genasi can trace their bloodline back over nine thousand years to the Djinn who created what is now Calimshan, a desert nation in West Faerûn. Others can trace back their bloodline to various servants of air deities, like Auril, and even to a powerful air mephit sorcerer.

Earth Genasi are known for being ridiculously strong but don’t always put that strength to good use, sometimes becoming bullies. They often cause fear in other creatures, but also, they are one of the few Genasi that can actually form powerful bonds with other Earth Genasi, similar to how some might form a bond with their soul mate. 

Races of Faerun, 2003 Wizards of the Coast / Fire Genasi

Not to be outdone, Fire Genasi can also trace their roots back to the efreets that ruled Calimshan, but they don’t care about such things, so they don’t. They do just want you to know, that they totally could though. For them, life is to be lived to the fullest, and reminiscing about ancient history is just dull. Many people, though, do believe that Fire Genasi are descended from devils and demons, maybe because they are known for being so hot-headed and using their power to further their own goals, even if it ends up hurting others.

Water Genasi don’t see too many changes to their ideology, as they remain patient and independent of others. They are loners, often going years without seeing other civilized races, let alone other Water Genasi. There are evil Water Genasi that actively hunt down others. Vicious and bloodthirsty, they were often raised by sahuagin to be evil and cruel, raiding ships and terrorizing sailors. Though there are stories of Water Genasi that come to the aid of sailors who find themselves lost, trapped in storms, or under attack by pirates, so these Genasi aren’t all bad.

If you ever thought that four Genasi just wasn’t enough, Dragon #297 (July 2002) introduces the Para-Genasi. A Para-Genasi comes into existence when a Genasi gets together with an elemental or genie from a different element, creating a Genasi that is ‘in between’ the two elements. For example, if a Water Genasi had a child with a djinn, that could very well become an Ice Para-Genasi. This is a pretty uncommon situation, no doubt helped because Genasi are often loners, but when it does, you’ll end up with six extra types of Genasi.

Dragon #297, July 2002 Paizo Publishing / Ice Para-Genasi, Maga Para-Genasi, Steam Para-Genasi, Cansin, Axani, Dust Para-Genasi, Smoke Para-Genasi, Ooze Para-Genasi

From the union of Earth and Air, the Dust Para-Genasi are a sarcastic and macabre bunch. They have pale skin, hollow cheeks, and dark circles under their eyes, often with a cloud of dust swirling about them. They can create clouds of dust that causes others to begin choking. If you instead mix Air and Water, you get the Ice Para-Genasi. They are pale in color, with sharp, defined physical features, and are often thought of as emotionless and cold. They can cast chill metal once per day, which is similar to heat metal, but you know… cold.

Races of Faerun, 2003 Wizards of the Coast / Earth Genasi

The love children of Earth and Fire produces Magma Para-Genasi, who spend much of their time pondering questions about life. They are short and stocky, like Earth, but their firey side gives them glowing skin, red hair, or burning hot skin. They can cast heat metal once per day, which is like chill metal, but hot. If you combine Earth with Water, you instead get an Ooze Para-Genasi who kind of looks like mud. They are wide-set and flabby creatures with mucky skin and look like a tar monster, which makes some sense as they tend toward evil. We recommend not getting near these creatures, as they can cast grease once a day, which will probably end up with you looking similar to them.

Races of Faerun, 2003 Wizards of the Coast / Air Genasi

If you instead want to combine Fire and Air, you get a Smoke Para-Genasi who is tall, lean, and likes to accessorize in drab and grey clothing. They are often called crude and lazy, and typically smell of smoke or of something burning. Once a day, they can create a smoke cloud, probably using it to disappear in a dramatic fashion. The final Para-Genasi combines the elements of Fire and Water, creating a Steam Para-Genasi. They are often bossy and egotistical, often thinking of themselves as prettier and far superior to all others. Mist often swirls about them and they have light grey skin, allowing them to blend into their obscuring mist that they can cast once a day.

Races of Faerun, 2003 Wizards of the Coast / Water Genasi

Our last book is Races of Faerûn (2003), which features just a bit more information about the Genasi, but is mostly what we’ve already learned. Air Genasi are the most likely to run into another of their kind, and they use that circumstance to brag about their great deeds. Earth Genasi often like to find pieces of land and claim it as their own, becoming quite territorial. Some people use this to their advantage, hiring them as homesteaders in frontier regions. Fire Genasi often flit from class to class, getting bored as they advance in their chosen class, and then finding a new class to start advancing in. Lastly, the Water Genasi like to ridicule aquaphobic creatures, which are mostly dwarves, often splashing them with water or dunking them below the waves as a prank.

Player’s Guide to Faerun, 2004 Wizards of the Coast / Aasimar, Earth Genasi, Air Genasi, Water Genasi, Fire Genasi, Tiefling

4e - Genasi (Firesoul)

Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Primordial
Skill Bonuses: +2 Endurance, +2 Nature
Elemental Origin: Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
Firesoul: You gain a +1 racial bonus to your Reflex defense, resist 5 fire, and the firepulse power.

Forgotten Realms Player’s Guide, 2008 Wizards of the Coast / Stormsoul Genasi

The Genasi are first introduced in Forgotten Realms Player’s Guide (2008) as a playable race with five different options. Oh yes, this edition doesn’t just have the canonical four elements, but a fifth element Storm. We aren’t entirely sure that a storm is an element, so much as air and water, but we’ll let it slide this time because they look cool. 

Before we talk about what you get as a Genasi, let’s address a very important change for all Genasi. Every Genasi has all of the elements within them, but they simply manifest a different element. As they get older, a Genasi may learn to manifest another element, though only a rare few ever learn to manifest more than two and you can’t manifest two elements at the same time unless you are very powerful, so you have to pick one. What this means is that Genasi often manifests an element based on where they grew up, as a Firesoul Genasi wouldn’t be able to survive in an underwater city, so most will manifest as Watersoul Genasi. What your first manifestation will be, is based on what elements your parents manifest and what you’d need to survive in whatever location you are in.

Dragon #367, Sept. 2008 Wizards of the Coast / Elemental Manifestation

When a Genasi manifests a different element, their physical form undergoes changes as well as their personality, but what stays the same are these leylines of energy that crisscross their skin. These energy lines appear in a pattern similar to their family but are wholly unique to that Genasi. When they manifest different elements, these energy lines remain the same, which we imagine is very helpful when trying to track down a Genasi criminal and they keep swapping out what manifestation they are after a short rest.

On top of swapping out what element you manifest, your physical appearance changes to match. Their skin tone and ‘hair’ are the biggest changes, and we say ‘hair’ in quotes because Genasi don’t have hair, but rather elements that they manifest take on a hair-like appearance. The five types of Genasi are the Earthsoul, who have brown skin, golden energy lines, and are typically bald, the bronze skin Firesoul with fiery orange eyes and energy lines along with flickering flames for hair, Stormsoul which manifest with purple skin, silvery energy lines, and crystalline spikes on their head, Watersoul that often have seafoam green skin and bright blue energy lines, though they are typically bald, and, the last manifestation, the Windsoul Genasi with silver skin, light blue energy lines, and blue and gray ice spikes for hair.

Forgotten Realms Player’s Guide, 2008 Wizards of the Coast / Windsoul Genasi

Along with each manifestation giving you different bonuses to saving throws that deal, in some way, with their element, you also get a unique power. Earthsoul Genasi get the ability earthshock that allows them to knock their enemies down, while a Firesoul gains firepulse which allows them to get immediate revenge on those who hit them by setting them on fire. Stormsoul get the promise of storm ability, which bolsters their lightning and thunder damage on subsequent attacks, while a Watersoul can shift up to their speed, which allows them to avoid any attacks of opportunity that their movement would trigger. The final manifestation is for Windsoul with the windwalker power that lets you fly once per encounter, which is really handy when the party TPKs and you need to get out of there fast.

In Dragon #367 (Sept. 2008), the Genasi are given a very thorough examination in Ecology of the Genasi by Rodney Thompson. This provides a very deep look at the history of Genasi, their psychology, physiology, culture, and society, as well as their relationship to primordials and magic. There is a lot in there, but we have a lot to cover in this edition, so we are just going to hit the highlights. If you want even more Genasi information, we encourage you to track down this issue and read through it.

Dragon #367, Sept. 2008 Wizards of the Coast / Firesoul Genasi

The history of how the Genasi race came to be is lost to time, but most sages agree that it came about from pacts and dalliances made between ancient humans and elemental beings, such as the genies. Genasi, while they may be an ancient race, have never created massive empires like tieflings and dragonborn have, instead, they created city-states that had difficulty expanding their control beyond their walls. Those glowing elemental energy lines that identify each Genasi are called szuldar, which allow Genasi to pinpoint what family you come from and what elements you can manifest. Lastly, Genasi are known for their outbursts of emotion and chaotic actions, though it is something they can work and keep under control. However, difficult situations might still see their personality explode to the fore.

If you are wondering when you will finally get to fight the Genasi, Monster Manual 2 (2009) offers five stat blocks for you to test your elemental might against. They are the Genasi Elemental Dervis, a master of all elements and can manifest all of them throughout an encounter, Genasi Fireblade who wields fire and blade to devastating results, Genasi Hydromancer that controls currents and can create vortexes in water, the Genasi Skyspy that flits through the air, flying in for quick attacks before flying out of your reach, and the last is Genasi Stoneshield, a powerful defender who can take a beating and give it right back.

In addition to the stat blocks, we also learn that Genasi were originally servants of djinns, efreets, and other powerful elemental beings, like the primordials. Though they soon rebelled and gained their freedom from the primordials who originally created them, so in response, the primordials created a new type of elemental, the archon. Whereas Genasi were formed from humanoids and elementals, the archons are fully elemental, which is great since then the divine gods can’t convince the archons to turn on their primordial creators, like how they did with the Genasi. 

Monster Manual 2, 2009 Wizards of the Coast / Earthsoul Genasi, Airsoul Genasi, Elemental Dervis, Firesoul Genasi

Dragon #380 (Oct. 2009) gives us a new elemental manifestation with the Abbysal Genasi in an article written by Peter Schaefer. You get four different elemental manifestations with the Causticsoul, Cindersoul, Plaguesoul, and Voidsoul, each of these is focused on decay and destruction. The Causticsoul deals with acid, giving you additional ways of harming your enemies with the caustic element. Cindersoul is the death of fire, allowing you to reduce how much damage you take by reducing the fire within a creature’s heart. Plaguesoul is the bringer of death and disease, granting you resistance to poison and a special power that inflicts poison on anyone who begins their turn near you. Voidsoul, our last manifestation, is the absence of will, granting you resistance to psychic damage and the ability to suddenly become nothing, allowing you to escape your enemies for a limited time.

Dragon #380, Oct. 2009 Wizards of the Coast / Causticsoul, Cindersoul, Plaguesoul, Voidsoul

Due to being considered a corrupted Genasi bloodline, Abyssal Genasi are shunned and cast out of Genasi society. Though maybe the Genasi shouldn’t be so hasty to cast stones, as legend states that when the Genasi originally emerged from the Elemental Chaos, a tiny bit of evil from the Abyss was planted into their creation. Deep within every Genasi are these foul elements, just waiting to be unleashed. You really have to hand it to demons, they can inflict anything with just a touch of corruption and evil.

Player’s Option: Heroes of the Elemental Chaos, 2012 Wizards of the Coast / Watersoul Genasi

Our last two books, The Plane Below: Secrets of the Elemental Chaos (2010) and Player’s Option: Heroes of the Elemental Chaos (2012), provide some information on the Genasi, though much of it is a repeat of what we’ve previously talked about in this edition, and past editions. The biggest things include providing example settlements that are Genasi-run, as well as some extra feats and powers that Genasi are most likely to take.

Our favorite Genasi-run settlement is the trade city of Gloamnull located in the Elemental Chaos. It is a city stuck in a permanent, torrential downpour that suddenly appeared over the city a decade ago. No one knows why it always and constantly rains, but ever since the rains, the near-constant attacks from giants, elementals, and other creatures have slowed down considerably. Before the rains, the city was close to being overrun and destroyed, but we guess the rains have blessed the city with some prosperity. Though anyone who does any type of investigation into the city will find that the rains come from a much darker source, a source that needs sacrifices to ensure that the city remains safe.

Dragon #380, Oct. 2009 Wizards of the Coast / Firesoul Genasi

5e - Genasi (Water)

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Primordial.
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.

The Genasi are first introduced in the adventure Princes of the Apocalypse (2015) and the Elemental Evil Player’s Companion (2015), a player-facing supplement for the adventure that offered new races more befitting an adventure focused on the elemental planes, primordials, and cultists. We are back to just the four core Genasi with Air, Earth, Fire, and Water. Sadly, the element of storm has gone and faded, just as the energy lines on Genasi have faded.

Princes of the Apocalypse, 2015 Wizards of the Coast / Earth Genasi, Water Genasi, Fire Genasi, Water Genasi

Genasi are back to looking mostly human-shaped with different skin tones and a few extra features that link them to their element. Their hair is back as well, but it isn’t like it does anything cool, it is just a different color than normal human hair and, from the pictures, a lot of hair gel went into styling it. Air Genasi often have blue skin with white, whispy hair, and a faint breeze accompanies them where ever they may go. Earth Genasi features more muted colors, but not always. They could have grey, deep brown, or black skin, have a more earthen-like texture to their skin or it could be polished like a gemstone. Fire Genasi have flaming red hair that writhes like flames, with red to black skin to signify coals. The last, Water Genasi, often have blue or green skin, with waving, free-floating green hair, though many of them often appear to be wet, as if they recently got out of the ocean.

Forgotten Realms Player’s Guide, 2008 Wizards of the Coast / Firesoul Genasi

Their old abilities are back, and while we like those power, we can’t help but be jealous of what they had in the previous edition. Air Genasi can cast levitate once per day, Earth can cast pass without trace each day, Fire gain the produce flame cantrip and can cast burning hands once per day, while Water gains the shape water cantrip and can cast create or destroy water once per day. In addition, Fire gets darkvision, Water can breathe air and water as well as gain a swim speed, Earth can ignore difficult terrain made of earth or stone, and Air can hold its breath forever. Some of these abilities are cool, but they aren’t exactly exciting compared to what they once had for a brief edition.

Beyond what abilities they get, their lore changes back to them being the offspring of genie, other powerful elementals, and from being born during major events around the elements, like a raging forest fire or a great storm at sea. Their genie parent, which is the normal and most common way of producing Genasi, don’t want to hear from them and abandon them young. It’s up to the humanoid parent to raise a Genasi, though we can imagine that many of them struggle when that baby Fire Genasi starts setting their house on fire every time it gets cranky and wants a nap.

Apart from the base information on them, little else can be gleaned about the Genasi. Fortunately, the Genasi do show up again in Monsters of the Multiverse (2022)! Wait, did we say fortunately? We meant unfortunately the Genasi only show up again in Monsters of the Multiverse. All of their general lore is reduced to a paragraph just talking about how they are the descendants of genie and that they represent the four elemental pillars of the Material Plane.

Forgotten Realms Player’s Guide, 2008 Wizards of the Coast / Elemental Tempest

Luckily, their mechanics get a teensy bit better with Air Genasi gaining resistance to lightning damage and gains the shocking grasp cantrip as well as the feather fall spell. Earth Genasi gain darkvision, which seems like a major oversight before, as well as a new cantrip, blade ward. Fire Genasi also get something new and are capable of casting the flame blade spell once they get stronger, while the Water Genasi get the water walk spell so they can walk along its surface without issue and they get darkvision.

It’s a bit better now, but we can’t help but feel as if this edition has left them by the wayside, especially since they only get one piece of art that is reused across several different books. It’d be nice to see the Genasi given just a bit more or for them to appear in a Monster Manual or something like that.


Whether they are the offspring of elementals or infused with elemental might, the Genasi are a race of people affected by the magic of elements. While they might often be mistrusted by others as having some sort of demonic corruption, at their heart, they are as pure as their manifestation, as wild as wind, or as hot-tempered as fire. They are creatures of the basic elements and represent that there is a wilder world outside the material plane. All you have to do is just step through that portal and adventure across the planes.

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Header Art: Princes of the Apocalypse (2015) by Wizards of the Coast

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