Air Genasi Guide 5e

Published on January 9, 2023

The light and mischievous air genasi host a number of unique abilities that can make unique D&D character builds. Learn about them and their traits here!

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What is this guide?

This guide is meant to give you an idea of whether or not the air genasi will be right for your 5e character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your air genasi. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Black is a trait shared by many races and or will not impact the effectiveness of your character build
  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Tasha's Cauldron of Everything Update

Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.

What are Air Genasi in 5e?

Source: Monsters of the Multiverse

Air genasi are descendants of djinn, genies from the Elemental Plane of Air. On top of similar physical characteristics, air genasi share the ability to control the winds with their predecessors. Typically, their skin is blue, and their hair can range from whispy white tufts to dark, thundering tangles.

Djinn are the most amenable genies that travel the Elemental Planes. They usually look favorable on mortals and have a good sense of humor—which manifests in a tendency for mischief. While the temperament of air genasi can vary, the naturally lean towards easygoing, well-natured individuals.

Air Genasi 5e Traits

Size: Being able to choose between Small and Medium allows you to fine-tune your build. Looking to go for a heavy weapon-weilding barbarian? Medium is the way to go. Wanting to lean a bit more to the stealthy side of things? Small size might be right for you.

Darkvision: Darkvision is always great, but its advantage can be ruined if your party members do not also have it.

Unending Breath: Useful for exploring environments without any air. Unfortunately, if you enter an environment with poisonous air, you’ll still be affected even if you’re holding your breath.

Lightning Resistance: As a common damage type in spells as well as monster abilities, a resistance to lightning damage will certainly help keep your air genasi alive.

Mingle with the Wind: Three absolutely awesome spells. Shocking grasp is a useful cantrip to get out of range of enemies or target enemies wearing metal, feather fall is something every adventurer wants to have access to, and levitate is a tricky spell that has tons of uses, both in and out of combat.

Which 5e Classes Work With Air Genasi?

With resistance to a relatively common damage type and some solid utility spells, air genasi are quite versatile in terms of the builds that find them effective. In general, spellcasters who can make the most out of their potent spells will enjoy them the most.

Artificer: You already have access to the spells Mingle with the Wind provides, but some extra spells and spell slots can go a long way for the artificer.

Barbarian: Another resistance and some increased movement speed is alright, but you won't be able to cast spells when raging.

Bard: Shocking grasp and levitate are two useful spells not normally found on the bard's spell list. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Cleric: Shocking graspfeather fall, and levitate are all useful spells not normally found on the cleric's spell list. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Druid: Shocking graspfeather fall, and levitate are all useful spells not normally found on the druid's spell list. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Fighter: Fighters may not be using shocking grasp that often, but both feather fall and levitate will make you more useful both in and out of combat. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Monk: Monks may not be using shocking grasp that often, but both feather fall and levitate will make you more useful both in and out of combat. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Paladin: The additional spells and spell slots will go a way to boost the half-caster paladin's spellcasting effectiveness. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Ranger: The additional spells and spell slots will go a way to boost the half-caster rogue's spellcasting effectiveness. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Rogue: The spells provided by the air genasi's Mingle with the Wind are not only effective in combat, but can majorly help with stealthing around and infiltration. Rogues love additional movement, and Darkvision is always effective.

Sorcerer: All the spells provided by Mingle with the Wind are already on your spell list, but can help stretch your relatively short spells learned. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Warlock: While you may not use shocking grasp in favor of eldritch blast, the extra spells and spell slots can help stretch you warlock's limited spellcasting. Feather fall, and levitate are also useful spells not normally found on the warlock's spell list. The extra movement speed, Darkvision, and damage resistance are all additional benefits.

Wizard: All the spells provided by Mingle with the Wind are already on your spell list, which makes the air genasi's extra movement speed, Darkvision, and damage resistance not exactly worth it for your wizard.

Sources Used in This Guide

  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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