Earth Genasi Guide 5e

Published on December 27, 2022, Last modified on February 1st, 2023

These steadfast creatures make ideal martial characters, but their other uses may surprise you.

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What is this guide?

This guide is meant to give you an idea of whether or not the earth 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 earth 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 Earth Genasi in 5e?

Source: Monsters of the Multiverse

Earth genasi are a race of humanoid creatures who descended from the vain and greedy dao—genies from the Elemental Plane of Earth. They tend to be strong, resilient, and hardy, with cracks running through their earth-infused skin. Their hair can range from earth tones like brown and gray to more vibrant hues like red or green.

Earth genasi are connected to the earth in a deep and fundamental way. They possess strong earth-related magic abilities that can enhance their durability, and movement through difficult environments.

Despite their formidable physical prowess, earth genasi are often enamored by the earth’s natural beauty, and often possess an innate sense of artistry and creativity. They are often quite skilled at earth-based crafts like pottery or gardening, and enjoy spending time in nature.

Earth 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.

Earth Walk: Unrestricted movement across difficult terrain is really situationally useful, even if it’s no longer restricted to earth and stone terrain like the last iteration of the earth genasi.

Merge with Stone: Blade ward is a clunky spell because you have to spend an action to potentially reduce damage over the next round of combat. Being able to cast is as a bonus action prof. times per long rest certainly makes it more useful and can help with survivability when you know you’re about to take a beating. On top of this, a free cast of pass without trace once per long rest is fantastic. The spell has a 1 hour duration, so you should probably be able to get your sneaking done for the day in that amount of time.

Which 5e Classes Work With Earth Genasi?

The durable earth genasi are ideal for martial characters who want to be up and personal while in combat. The bonus action blade ward can help with tanking damage and Earth Walk can allow you to close in with enemies, even when there are obstacles in your way.

Otherwise, the free casting of pass without trace can be a draw for characters looking for out-of-combat versatility. This spell is exclusive to druids and rangers, but is amazing for getting around unseen.

Artificer: The blade ward bonus action can be useful for Armorers, but would compete with the Battle Smith's Steel Defender. Beyond that, there's not really anything particularly appealing for artificers.

Barbarian: Barbarians already have a way to reduce physical damage and ways to increase their movement. So, despite being thematically synergistic, earth genasi are mechanically subpar for barbarians.

Bard: The blade ward bonus action casting may interfere with Bardic Inspiration, though would likely take precedent if you're sure you're going to take a fair amount of physical damage in the next turn. Apart from that, pass without trace can add to your skill monkey bag of tricks.

Cleric: The blade ward bonus action casting is probably best for martial clerics who are wading into battle. That said, it may interfere with spiritual weapon. Apart from that, pass without trace can help offset your heavy armor or add to your out-of-combat usefulness.

Druid: You already know pass without trace and a bonus action blade ward isn't a huge deal for you.

Fighter: A solid option for fighters who want to increase their survivability, movement options, and out-of-combat utility.

Monk: You can already use your bonus action to evade damage and bypass difficult terrain, so earth genasi don't have much that monks are looking for.

Paladin: A solid option for paladin who want to increase their survivability, movement options, and out-of-combat utility.

Ranger: You already get pass without trace, but the bonus action blade ward can be nice for melee rangers.

Rogue: You can get resistance to one attack per round with Uncanny Dodge, and your bonus action is probably best used disengaging and retreating using Cunning Action. Apart from that, pass without trace can up your stealthiness and allow you to bring party members on your endeavors.

Sorcerer: Nothing really here for a sorcerer, unfortunately.

Warlock: Nothing really here for a warlock, unfortunately.

Wizard: Nothing really here for a wizard, unfortunately.

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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