Can the New Genasi in DnD 5e grant all your wishes?
What are New Genasi?
Genasi are genie-human hybrids infused with the very stuff of the universe: Air, Earth, Fire, and Water. Some Genasi were born of Genies directly, while some were born to parents living near a place full of genie magic.
The original Genasi 5e book appearance was the Elemental Evil Player’s Companion, but many players found them underwhelming. Genasi recently got a makeover for Mordenkainen’s Monsters of the Multiverse, and they are now a force to be reckoned with.
Let’s see why the new 5e Genasi fulfill so many DnD dreams.
New Genasi 5e Stats
All Genasi now have these traits in common:
- Ability Score. Increase one ability score by 2 and another one by 1, or increase three different ability scores by 1.
- Age. Up to 120 years.
- Size. Medium or Small.
- Alignment. Neutral.
- Innate Spellcasting. Cast a spell using any spell slots you have. Decide whether to use Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when selecting your subrace.
- Languages. You can speak, read, and write Common and one language of your choice (Primordial makes sense for Genasi.)
The Genasi subraces all differ in their abilities and personalities.
Genasi 5e subraces
Genasi gain powers based on one of the four pillars or the elemental plane.
New Air Genasi 5e
Air Genasi are descended from Djinn, classical genies of the Air Plane. They are hedonists, as moody as the wind. Air Genasi are lovers of life and all-around good times. Being trapped in lamps for the majority of their history give Air Genasi itchy feet. They are prideful, yet supremely charming.
Air Genasi have these additional traits:
- Ability Score. Dexterity +1.
- Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
- Speed. 35ft.
- Darkvision. Out to 60ft.
- Lightning Resistance. Resistance to lightning damage.
- Mingle with the Wind:
You can cast Shocking Grasp cantrip once with this trait, without requiring material components. Lightning springs from your hand to deliver a shock to a creature you try to touch.
- Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
- You have advantage on the attack roll if the target is wearing armor made of metal.
At 3rd level, you can cast Feather Fall as a reaction once per long rest (one minute). Choose up to five falling creatures within range.
- A falling creature’s rate of descent slows to 60 feet per round until the spell ends.
- If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
At 5th level, you can cast Levitate once per long rest (10 minutes, takes Concentration). One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
- The spell can levitate a target that weighs up to 500 pounds.
- An unwilling creature that succeeds on a Constitution saving throw is unaffected.
- The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing.
- You can change the target’s altitude by up to 20 feet in either direction on your turn.
- If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
- When the spell ends, the target floats gently to the ground if it is still aloft.
New Earth Genasi 5e
Earth Genasi are descended from Dao, slaver genies of the Earth Plane. They are self-dependent loners, patient, and grounded. Genasi are honorable, yet make contracts with people based on self-interest. They will always pay back a debt and treat their friends kindly.
Earth Genasi have these additional traits:
- Darkvision. Out to 60ft.
- Earth Walk. Ignore difficult terrain when using your walking speed on the ground or a floor.
- Mingle with Stone:
You can cast Pass Without Trace (one hour, take Concentration). A veil of shadows and silence radiates from you, masking you and your companions from detection.
- Once per long rest, without requiring material components.
- For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means.
- A creature that receives this bonus leaves behind no tracks or other traces of its passage.
You can cast the Blade Ward cantrip (Instantaneous). You extend your hand and trace a sigil of warding in the air.
- Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
- You can cast Blade Ware as a bonus action a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
New Fire Genasi 5e
Fire Genasi are descended from the Efreet, devilish genies of the Fire Plane. They are wily, short-fused, and impulsive. Genasi are flamboyant and destructive. Because of their anger management problems, Genasi often run afoul of the law and townsfolk.
Fire Genasi have these additional traits:
- Darkvision. Out to 60ft. You now see in shades of gray instead of red.
- Fire Resistance. You have resistance to fire damage.
- Reach to the Blaze:
You know the Produce Flame cantrip (Instantaneous). A flickering flame appears in your hand.
- The flame remains there for the duration and harms neither you nor your equipment.
- The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- The spell ends if you dismiss it as an action or if you cast it again.
- You can also attack with the flame, although doing so ends the spell. Hurl the flame at a creature within 30 feet of you as a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At 3rd level, you can cast Burning Hands once per long rest (Instantaneous). As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
- Each creature in a 15-foot cone must make a Dexterity saving throw.
- A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
- The fire ignites any flammable objects in the area that aren’t being worn or carried.
At 5th level, you can cast Flame Blade once per long rest (one minute, takes Concentration). You evoke a fiery blade in your free hand.
- The blade is similar in size and shape to a scimitar, and it lasts for the duration.
- If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
- You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
New Water Genasi 5e
Water Genasi descended from the Marid, manipulative genies of the Water Plane. Water Genasi are selfish and think of themselves as better than others. They wander and do their own thing without regard for anyone else’s feelings. Water Genasi love to be by the sea, and feel the waves move inside them.
Water Genasi have these additional traits:
- Speed. 30 ft.
- Swim. 30 ft.
- Darkvision. Out to 60 ft.
- Acid Resistance. You have resistance to acid damage
- Call to the Wave:
You know the Acid Splash cantrip (Instantaneous). You hurl a bubble of acid.
- Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other.
- A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
- Raise damage at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
At 3rd level, you can cast Create or Destroy Water (Instantaneous). You either create or destroy water.
- Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
- At Higher Levels. You create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
At 5th level, you can cast Water Walk (one hour). Move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground.
- Up to 30 ft.
- Up to ten willing creatures you can see within range gain this ability for the duration.
- If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Genasi 5e names
Genasi usually take names from their birth culture, then switch to a more appropriate name as they get in touch with their elemental side. Look up synonyms in ancient or foreign languages for inspiration.
Air Genasi Names
Think Flying, Wind, Sky.
- Hayate (Japanese for “sudden sound of wind”)
- Avindr (Norse for “against the wind”)
- Zephyr (Greek for “a west wind”)
- Akash (Sanskrit for “sky”)
Earth Genasi Names
Think Surfaces, Minerals, Metal.
- Azalea (Hebrew for “dry earth”)
- Berilo (Spanish for “a green gemstone”)
- Damek (Czech for “son of the earth”)
- Berquist (Swedish for “a mountain twig”)
Fire Genasi Names
Think Heat, Sun, Anger.
- Baskara (Indonesian for “sun”)
- Tiamat (Babylonian frago
- Titus (Latin for “burn”)
- Tiamat (Babylonian dragon god)
Water Genasi Names
Think Sea, Ships, Bodies of Water.
- Hurley (Irish for “sea tides”)
- Hali (Greek for “sea”)
- Darya (Farsi for “sea”)
- Lynn (Irish for “lake”)
Genasi look like humans to the untrained eye. But underneath is simmering a cauldron of elemental power. There are some new guidelines for how Genasi appear in Monsters of the Multiverse.
Air Genasi 5e Monsters of the Multiverse appearance
An Air Genasi’s skin can be normal human tones or many shades of blue. Their skin can sometimes have cracks, like air with bluish-white energy is trying to get out. The hair of an Air Genasi might blow all on its own or be wild like the wind.
Earth Genasi 5e Monsters of the Multiverse appearance
An Earth Genasi’s skin can resemble stone or earth, or be similar to human skin tone with sparkly gem dust. Yellowish glowing cracks can also appear, like veins of ore. Earth Genasi hair may look like crystal, pieces of jagged stone, or fine strands of metal.
Fire Genasi 5e Monsters of the Multiverse appearance
Fire Genasi skin can range from deep charcoal to shades of red and orange. Some have skin tones like humans but with scorch marks, simmering embers underneath, or red lines of cracking heat. Fire Genasi hair can look like wisps of fire, smoke, or soot.
Water Genasi 5e Monsters of the Multiverse appearance
Water Genasi skin tone is usually somewhere on the blue-green spectrum, or humanlike with a glistening texture that captures light and glimmers. Genasi hair can resemble seaweed, waves, or even be constantly wet.
Genasi is pronounced /dʒe na si/ or Jeh-na-see.
Do Genasi need to sleep?
Yes, Genasi need to sleep, eat, and drink like a normal human.
Are Genasi underpowered?
Genasi used to be underpowered, but after the overhaul in Mordenkainen’s Monsters of the Multiverse, they are now a well-balanced race!
There you have it! Shoot lightning, turn invisible, get a fire sword, or have your whole crew walk on water. And look cool doing it! Check out some other new races like Goliath 5e, Aasimar 5e, and Owlin 5e too.