Before the dawn of humanity, the gods shaped the world with flame, wind, stone, and sea. From that shaping came the Primordial – the Firstborn of form, the embodiments of the world’s primal nature.
Primordials were the gods’ first attempt to create mortal life. One race for each element –four species meant to live in balance. But primordials were too different. Instead of peace, they fought great wars that shook the world. Disheartened, the gods turned to a final creation: humans – neutral vessels of all elements in one. Capable of adaptability and unity, humans inherited the central role in mortal history.
Now, primordials are rare. Most of their old civilizations are gone, many got assimilated into other races. A few communities still exist, each devoted to one of the four elements. Most live in small, hidden groups – deep in the mountains, on stormy islands, or high in the clouds.
Each primordial is born with the essence of a single element. Seeing two primordials of different elements together is uncommon, and some believe it brings trouble or change. Some of them feel proud of their divine origin. Others are ashamed of their past. But all carry in their blood the original power of the world.
- Age. Primordials mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 150 years.
- Size. You are Medium or Small. You choose the size when you select this race.
- Speed. Your walking speed is 30 feet.
- Primal Ancestry. Your primal connection to the world’s origin itself grants you supernatural abilities. At level 1, you learn a cantrip or cantrips, and when you reach character levels 3, and 5, you learn a higher-level spell, as shown below. You always have that spell prepared. You can cast it once without a spell slot and without requiring a material component, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy). When making a Primordial, select one of the following elemental lineages:
Primordial of Air
Air primordials’ skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air primordial’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
- Mingle with the Wind. Your walking speed is 35 feet instead of 30 feet.
- Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
- Lightning Resistance. You have resistance to lightning damage.
- Primal Ancestry Cantrip. You know the Gust cantrip.
3rd level
- Primal Ancestry Cantrip. You learn the Shocking Grasp cantrip.
- Primal Ancestry Spell. You learn the Feather Fall spell.
5th level
- Primal Ancestry Spell. You learn the Fly spell.

Primordial of Earth
An earth primordial’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth primordials have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth primordial hair can appear carved of stone or crystal or resemble strands of spun metal.
- Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
- Tremorsense. You gain Tremorsense with a range of 15 feet. You can only use this trait if the ground is made of earth or stone.
- Stone’s Affinity. You have advantage on saving throws against effects that would petrify you.
- Primal Ancestry Cantrip. You know the Mold Earth cantrip.
3rd level
- Primal Ancestry Spell. You learn the Earth Tremor spell.
- Stronger Tremorsense. Your Tremorsense range increases to 30 feet.
5th level
- Primal Ancestry Spell. You learn the Stone Pact spell.
- Ultimate Tremorsense. Your Tremorsense range increases to 60 feet.

Primordial of Fire
Fire primordials channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire primordial hair can resemble threads of fire or sooty smoke.
- Fire Resistance. You have resistance to fire damage.
- Heatvision. Your ties to the primal element of Fire make your darkvision unusual: you see heat signatures of everything around you, and even the ambient environment is red. You have advantage on perception checks based on sight made to perceive creatures which are warm blooded or naturally give off heat greater than the environment around them, if they are within 60 feet of you.
- Reach to the Flame. You know the Produce Flame cantrip.
3rd level
- Primal Ancestry Cantrip. You learn the Control Flame cantrip.
- Primal Ancestry Spell. You learn the Burning Hands spell. You can cast it once as a second level spell with this trait.
5th level
- Primal Ancestry Spell. You learn the Burst of Flame spell.
- Superior Heatvision. Your Heatvision range increases to 120 feet.

Primordial of Water
Most water primordials look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Their skin is often shades of blue or green, sometimes a blend of the two, and most have somewhat overlarge eyes, blue-black in color. Water primordial hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
- Cold Resistance. You have resistance to cold damage.
- Amphibious. You can breathe underwater and have a swimming speed of 30 feet. You also have a Darkvision of 60 feet when you are underwater.
- Call to the Sea. You know the Shape Water cantrip.
3rd level
- Primal Ancestry Cantrip. You learn the Acid Splash cantrip.
- Primal Ancestry Spell. You learn the Create Water spell.
5th level
- Primal Ancestry Spell. You learn the Water Walk spell
- Waterproof. You have advantage on any save to any water based effect.

Art Credits
- Vesperel Zhaqiera - Air-Genasi Druid Showcase | DndPlaybook
- Instagram - Air Genasi by Peter Antal on Artstation
- Oread - Pathfinder: Kingmaker Wiki
- Seara, a fire genasi barbarian for @ev_tee on twitter <33 – @rlinarts on Tumblr
- Site Unreachable -Alteya - Professional, Digital Artist | DeviantArt
- Thallara Daztune - Water-Genasi Ranger Showcase | DndPlaybook
- Haughty Djinn - mtgpics.com - Mike Jordana