All available Baldur’s Gate 3 Genasi subraces listed just right down below. In case you are wondering, Genasi is an elemental oriented race often referred as elemental heirs in DND therefore in Baldur’s Gate 3.

All of the Genasi characters have internal energy source. Genasi draw their power from an energy pool that resides in the “Sacral Chakra”. Add your constitution modifier to ranged and melee spell attack rolls. Surprisingly they also look very role-friendly. But if you are looking for more customization, I suggest you to try Baldur’s Gate 3 cosmetic mods. Now lets talk a little bit about the subraces.


fire genasi

Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud, and often fearless, they are not content to sit and watch the world pass them by. Most Fire Genasi in Fearun are descended from the efreet that once ruled Calimshan.

First Baldur’s Gate 3 Genasi subrace is the fire Genasi. So, Fire Genasi has 4 racial skills in Baldur’s Gate 3 Genasi mod. In fact, role friendly produce flame, hurl, flame whip, and searing dagger skills are really cool.

  • Produce Flame: Conjuration cantrip, conjure a flame that sheds dim light around you. The flame remains there for 10 minutes and harms neither you nor your equipment. You can also attack with the flame, although doing so ends the spell. This spell can be dismissed any time and also unlocks hurl spell.
  • Produce Flame – Hurl: As a bonus action, you condense the conjured flame that surrounds your body into a deadly bolt, dealing 1d10 fire damage and possibly burning the target for 2 turns. Doing so removes the produce flame condition from your body.
  • Flame Whip: Transmutation cantrip, make a melee spell attack with a fiery whip, target one creature you can see within 20 ft of you. On hit, the target takes 1d4 slashing + 1d4 fire damage and is pulled up to 10 ft towards you.
  • Searing Dagger: Level 2 evocation spell. Throw tree fiery daggers with each having a 70% chance to burn the target. Each dagger does 1d6 fire & piercing damage. This spell increases in damage equal to your level + constitution modifier.


ice genasi

As an ice genasi, you are descended from the qorrashi, and as such, you have inherited some measure of control over ice and snow. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. You value power and strength, but you also value kindness and personel freedom.

Proud ice Genasi races born from air + water parents. As a result, they have arctic acclimated (accustomed to the blizzards and extreme cold, you ignore the difficulties of traversing ice and snow and you are not affected by cold weather.) and Qorrashi Blood (Being the rare offspring of a Qorrash, you have resistance to all cold damage.) traits.

  • Qorrashi Burst: Conjure the elemental power within you and unleash a burst of snow and ice in a 5 ft radius around you. Each creature in the radius must make a dexterity saving throw, taking 4d4 cold damage on a failed save, or half as much damage on a successful one. In addition, the ground around you turns to ice and becomes difficult terrain.
  • Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a constitution saving throw. On a failed save, the target takes 1d6 cold damage and has disadvantage on the next weapon attack roll it makes before end of its next turn. Evocation cantrip.
  • Ice Knife: Level 1 conjuration spell. Create a shard of ice and fling it at one creature, dealing 1d10 piercing damage. Hit or miss, the shard explodes and the target and each creature within 1.5m take 2d6 cold damage.
  • Armour of Agathys: Level 1 abjuration spell. A spectral frost covers you. Gain 5 temporary hit points and deal 10 cold damage to any creature that hits you with a melee attack.


smoke genasi

Silent, stealthy, and comfortable in the shadows, Smoke Genasi are the most urban of all the Para and Quasi-Genasi. This isn’t because the Para-Elemental Plane of Smoke is populated with cities, but rather because once a Smoke Genasi leaves the Plane of Smoke, they discover that they’re uncomfortable in wide open spaces. This isn’t to say that a smoke genasi can’t function out in the open; they just don’t like it.

Embrace the shadows. I would highly suggest this race if you want to play as a rogue, thief, or assassin. You have amazing skills such as blur, shadow bolt, disguise, and smoky escape. Smoke Genasi also gets free invisibility spell. Deception proficiency and superior dark vision is also an amazing plus for these characters.

  • Blur: Your body becomes blurred. Attackers have disadvantage on attack rolls against you. Illusion cantrip, inflicts blurred.
  • Shadow Bolt: Make a ranged spell attack on creature within range. On a hit, the target takes 2d6 necrotic damage and is blinded until the end of your next turn. If you miss, the target still takes only half damage and is not blinded.
  • Smokey Escape: As a “reaction” the next time you take damage from an enemy, you may disperse a thick dark cloud of smoke from your body that heavily obscures a 10ft radius sphere centered on you. The smoke lasts for 2 turns and ranged attacks may not enter or leave the area obscured.


earth genasi

Earth genasi are patient, stubborn, and contemplative in their decision-making. Like all elemental planetouched, Earth genasi are proud of their nature and abilities, but their pride is quiet, confident sort rather than boastful one. Most earth genasi in Fearun are the descendant of outsiders native to the Elemental Plane of Earth and humans.

Elemental earth Genasi characters usually have dark and stony skin. So, earth Genasi has strength, superior dark vision, and earth walk trait which makes them to move normally in difficult terrain made of earth or stone.

  • Pass without Trace: Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to stealth checks.
  • Magic Stone: Pull two pieces of rock from your body, make a ranged spell attack and hurl them with incredible accuracy (almost as if you are controlling them). Each stone deals 1d4 bludgeoning damage + your constitution modifier.
  • Earth Ward: As a bonus action, once per short rest you can channel the divine energy of the earth, target yourself or an ally within range to receive a plus 1 bonus to AC and giving them resistance to bludgeoning, piercing, slashing, and acidic damage. The effects last for 1 minute or until concentration is broken.
  • Earth Tremor: You cause a tremor near a target in range that causes mud to erupt from the ground around them. Each creature, other than you and your allies in the area must make a dexterity saving throw. The creatures that fail their saving throw take 1d6 bludgeoning damage and fall prone.
  • Dust Blast: Manifest a ball of dust and mud with materials that naturally reside within your body. Releasing it, enemies within range must make a Constitution saving throw, on a failed save the dust blinds creatures for 2 turns and deals 4d4 bludgeoning damage. On a successful save enemies only take half damage and are not blinded.


genasi airstorm genasi

Storm genasi are a very rare sort of Quasi-Genasi, more often than not they are the result from blast of elemental energy within the inner planes. Spesifically, they originated from the Quasi-Elemental plane of lightning. Appearance wise, Stormsoul genasi or Szuldar are often pale purple or silver in color, and most of the race has crystalline spikes in place of hair, though there are exceptions. Rather than try and hide their unique look, they gloat it. Storm genasi are also very proud of their elemental power; skillful, focused, over confident, and a little unstable, they can be very resourceful at times. Although, you may not want to get on their bad side as they may sting you with a shocking grasp.

Air Genasi have intimidation proficiency, deception proficiency, and tempest ichor trait. Tempest ichor is the fluid that flows like blood in the veins of gods. Hence, you are immune to lightning and thunder damage.

  • Static Flux: Conjure the elemental energy within you and prepare to release a powerful shock. The next time you are hit by an enemy; expand a reaction point & to deal 1d4 lightning damage that stunts the foe until the end of your turn.
  • Imbue Thunder: As a bonus action, you conjure thunder energy into your weapon. The next time you deal damage with them, you deal an additional 1d8 lightning damage.
  • Witch Bolt: Call fort a beam of crackling, purple energy. Deals 1d12 lightning damage and links you to the target through an area of lightning.
  • Dragon’s Breath: Exhale an energy of lightning, dealing 3d6 lightning damage or half the damage on a successful saving throw.

Another Baldur’s Gate 3 review ends here. Thanks you for reading. Do not hesitate to share your comment with me. It would mean a lot. See you later, take care!

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