Last Updated: April 25, 2022
This guide is for the version of the Air Genasi published in Monsters of the Multiverse. For the classic version of the Genasi, see our Genasi Handbook.
The Air Genasi is a descendent of Djinni, genies from the elemental plane of air. This is reflected in their traits by above-average speed, the ability to hold their breath indefinitely, lightning resistance, and innate spellcasting with a clear thematic link to the plane of air.
While the Air Genasi’s traits aren’t overwhelmingly strong, their innate spellcasting is a good basis for almost any spellcaster. Shocking Grasp isn’t a great spell, but it might save you a cantrip at low levels where full casters only get two or three cantrips. Feather Fall is a staple in any party, and Levitate is a weirdly effective combination of utility and save-or-suck. Classes that aren’t full casters will likely find the Air Genasi underwhelming, but classes like the Cleric and the Druid may find the Air Genasi’s spells appealing since clerics and druids don’t get any of those spells. They also get Darkvision, which is always welcome.
Table of Contents
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.
The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.
RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Air Genasi Classes
This section assumes that you’re using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything. If you’re not using those rules, scroll down to the next section.
Artificers get all three of the Air Genasi’s spells, but artificers also have fewer spell slots than full casters, so innate spellcasting can be very helpful.
Darkvision, Lightning resistance, and potentially Feather Fall are the only meaningful things that the Air Genasi contributes to the Barbarian.
Bards can learn Feather Fall, but when you learn your spells permanently it’s hard to spend one of your limited slots on something as unglamorous as Feather Fall. The Air Genasi’s other spells are all new to the Bard. Darkvision and lightning resistance don’t hurt, either.
Clerics can’t cast Darkvision and don’t get access to any of the Air Genasi’s spells, so the Air Genasi provides some great new options. Shocking Grasp as a cantrip is especially useful for tempest clerics, who can push enemies away with Thunderbolt Strike.
Druids can’t cast Darkvision and don’t get access to any of the Air Genasi’s spells, so the Air Genasi provides some great new options. Druids can often use Wild Shape to change into something with Darkvision, but most druids don’t want to do that in combat.
The Air Genasi’s spells are poor choices for an Eldritch Knight, which is the Air Genasi’s best fighter option. Shocking Grasp is significantly worse than staples like Booming Blade, Eldritch Knights get 1st level spells too late and in too small numbers to spend them on Feather Fall, and the Eldritch Knight’s Intelligence is rarely good enough to justify save-or-suck spells.
Darkvision and Lightning resistance are the only meaningful things that the Air Genasi contributes to the Monk. Monks can also use Feather Fall, but that’s what Slow Fall is for.
One of the Air Genasi’s best martial options, especially if you build around Blessed Warrior. If you have decent Charisma, you can make Levitate meaningful. The rest isn’t great, though. Shocking Grasp is worse than Sacred Flame, and while Feather Fall is a staple defensive option it’s not very exciting.
One of the Air Genasi’s best martial options, especially if you build around Druidic Warrior. If you have decent Wisdom, you can make Levitate meaningful. The rest isn’t great, though. Feather Fall is nice, but it doesn’t help you actively accomplish anything.
The best thing that the Air Genasi can do for the Rogue is to Levitate them out of melee.
The Air Genasi’s spells are all available to the Sorcerer, but on a class which is so strictly limited by its tiny number of spells known, the innate spellcasting is a huge benefit. You can also use Twinned Spell with Levitate, which is hillariously effective.
The Warlock doesn’t get access to Feather Fall or Levitate (except via an invocation which only works on the Warlock), and with the Warlock’s limited spell slots, innate spellcasting is always a welcome addition.
The Air Genasi’s innate spellcasting is all easily available to the Wizard, Darkvision is easy to get from a spell, and Lightning Resistance can be replace by Absorbed Elements.