Introduction

This guide is for the version of the Fire Genasi published in Monsters of the Multiverse. For the classic version of the Genasi, see our Genasi Handbook.

The Fire Genasi is a descendent of efreeti, genies native to the elemental plane of fire. Prior to their update in Monsters of the Multiverse, the Fire Genasi was the only example of Constitution-based spellcasting and the only example of a variation of how Darkvision works (they saw in red instead of gray). While these mechanical hallmarks were lost, the other changes were (technically) additive.

While they have damage resistance and Darkvision, the Fire Genasi’s most significant trait is their innate spellcasting. The Fire Genasi get Produce Flame and Burning Hands, offering two decent low-level damage options. But they are severely hampered by how exceptionally bad Flame Blade is.

Flame Blade is basically unusable, serving essentially the same purpose as a cantrip at the cost of both Concentration and a leveled spell slot. Because it’s so bad, the Fire Genasi’s worthwhile traits can be easily replaced by a single level of sorcerer or wizard. Beyond that, the Fire Genasi is mostly just a worse tiefling.

If you’re dead set on playing a fire genasi, ask your DM if they’ll let you use Aganazar’s Scorcher or Scorching Rays in place of Flame Blade. I can’t assume that they will, but I’ll hope that it works out for you.

Table of Contents

Disclaimer

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.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: 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 the article will be updated accordingly as time allows.

Fire 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.

Artificer

Artificers can get fire resistance and Darkvision from spells and infusions, Fire Bolt is better than Produce Flame, and artificers can already cast Burning Hands. There’s nothing new here. Darkvision and fire resistance are great, but at that point play a tiefling. Knowing Burning Hands for free is not good enough.

Barbarian

The old Fire Genasi was a better option because barbarians need decent Constitution, so the innate spellcasting was at least vaguely useful. You won’t be able to use the new spellcasting to any great effect, so the only traits you benefit from are darkvision and fire resistance.

Bard

Bards have essentially no spell attacks, and while Vicious Mockery is a spectacular offensive option, Produce Flame does twice as much damage and sometimes that’s all you need. Burning Hands provides helpful short-range AOE damage, and while there are some trade-offs between the two, Burning Hands may suffice in place of Shatter. Darkvision makes it easier to sneak around in the dark, and fire resistance is constently helpful. The Fire Genasi doesn’t support any specific play style or build, but it’s a good basis for almost any bard.

Cleric

Clerics don’t get Produce Flame (Sacred Flame is better) and most don’t get Burning Hands. There’s very little to gain here.

Druid

Druids already get Produce Flame (and Flame Blade, but nobody cares about Flame Blade). Most of them don’t get Burning Hands, that on its own isn’t much. If you really want burning hands, play Circle of Wildfire. Circle of Wildfire certainly seems like a fun theme for a fire genasi, but there’s very little there mechanically which would make you better than a tiefling.

Fighter

The most obvious combination is the eldritch knight because no other fighter subclass gets spell slots. Even then, the spells aren’t good options.

Monk

Produce Flame can give you a passable range attack option, but throwing darts will almost certainly be more effective.

Paladin

The Fire Genasi’s best martial option. Paladins have few good ranged options, so Produce Flame can be helpful when you really need to attack at range. Paladins also struggle at handling crowds, so Burning Hands is occasionally helpful.

Ranger

The Ranger’s damage boost options don’t work with spell attacks, so Produce Flame is minimally useful. Burning Hands is decent at short range, and it certainly beats the Ranger’s other AOE damage options. Darkvision is great for sneaking around in the dark, and fire resistance is always good.

Rogue

Rogues are too dependent on weapon attacks for most the Fire Genasi’s traits to be meaningful. Play a tiefling.

Sorcerer

The extra spells aren’t good enough to justify your race. Basically any other race with innate spellcasting will be more impactful. Play tiefling if you’re dead set on having darkvision and fire resistance.

Warlock

The extra spells aren’t good enough to justify your race. Basically any other race with innate spellcasting will be more impactful. Play tiefling if you’re dead set on having darkvision and fire resistance.

Wizard

The Wizard can replace everything that the Fire Genasi does that’s worth having. Play tiefling if you’re dead set on having darkvision and fire resistance.