The genasi are an enticing race for many players, but some players and DMs find the genasi racial statistics to be lacking compared with other races and subraces. If you feel this way, your DM can try using these optional extra racial traits for genasi that grant them abilities like their genie progenitors:
Elemental Hardiness. You can go twice as long without eating food or drinking water before you begin to suffer exhaustion, and you only need six hours to finish a long rest instead of eight. You also have advantage on saving throws made to resist disease or the effects of extreme heat or cold.
Elemental Hybrid. You have two creature types: humanoid and elemental (subtype, such as fire or air/water, is determined by subrace). You can be affected by a game effect if it works on either of your creature types.
Elemental Sense. You can cast detect magic with this trait. Once you do, you can't do so again until you finish a long rest. Constitution is your spellcasting ability for this spell.
Also, your DM can apply the following optional revisions to the air and earth genasi subraces help to bring them up to par with the other genasi subraces if desired:
Air Genasi
You also gain the following racial traits:
Thunder Resistance. You have resistance to thunder damage.
Wind Caller. You know the gust cantrip, from Xanathar's Guide to Everything. Constitution is your spellcasting ability for this spell.
Earth Genasi
You also gain the following racial trait:
Earthen Resilience. You have advantage on saving throws against poison, you have resistance to poison damage, and you can't be petrified. Also, while you are buried or burrowing in earth, you don't need to breathe.
(These rules are found in The Elements & Beyond)