Elementals

Elementals are a weird race. While most living beings are born from another beings (either via egg or reguar birthing), elementals are either born from an high concentration of elemental energy. While most elementals born this way are barely sentient and act guided by a very primal instints, if there is a source of enough "life" nearby, the elemental that will born will behave more as a human being than a regular elemental. If there is a large enough source of elemental energy and "life" element, they will settle there, securing the posibilty of perpetuating their race, due to their inabilty to have progeny like regular living beings.

Elementals traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Age. Natural and artificial elementals can live indefinetly, as they don't age. They reach maturity when they start to live, unless they are artificial and they have been designated to mature as a regular Human.
  • Alignment. Elementals don't have any particular aligment, unless thay are artificial and their creator has designated them to have a certain aligment.
  • Size. Elementals have a similar to humans, being about 5 feet to over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.

Breath weapon type
Element Damage type Breath weapon
Earth Acid 5 by 30 ft. line (Dex. save)
Wind Lightning 5 by 30 ft. line (Dex. save)
Fire Fire 15 ft. cone (Dex. save)
Water Cold 15 ft. cone (Con. save)

  • Breath Weapon. You can use your action to exhale destructive energy. Your elemental type determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your elemental type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  • Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
  • Subraces. There are 4 type of elementals: Earth, wind, fire and water. Choose one of these subraces.

Air elementals

Air elementalsusually born after a great storm of a tornado, when the air is extremely agitated. They are also the embodiment of everything the wind is. They are free souls, and usually won't be found following orders of anyone that isn't them. Like the wind, they humour is prone to change, but fortunately they don't have the destruction capacity that the winds has. They usually look like a miniature tornado with a vague humanoid form. If one puts one's hand inside an air elemental, one can feel a small wind storm, and if their humor isn't good, you can be even zapped.

Air elementals traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Earth elementals

Earth elementals usually born in mountanious areas, where the arth element is very prevalent. Like the earth, they are stoic, quite and resistent. They don't like living in cities, due to the lack of, well, proper earth. They look like an amalgamate of dirt and rock, with usually a bit of grass on their shoulders or some plants in the cracks of their rocks. Even if they can look hard, if one toch them, they are quite soft, even their rocks.

Earth elementals traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Fire Elementals

Fire elementals are usually born from the ashes of the forests that have been devoured by flames or wells of lava. Like fire, they tend to be agitated quickly, but a strong enough force (or a bucket of water) is enough to calm them down. They like to live in hit places, like deserts or close to volcans. They look like an humanoid made of fire, that makes a cracking sound, like burning wood, when they talk. Even if they are made of fire, one can touch them without being harmed, feeling a warm sensation coming from them.

Fire elemental traits

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
  • Fire Resistance. You have resistance to fire damage.
  • Cold weakness You are weak to cold damage.

Water Elementals

Water elementals usually born on riveras or the coastline, where natural water is prevalent. They can either be calm as an oil sea, or exited as an cascade. They tend to live close to the water, either be the sea, where they usually work as sailors, rivers or oasis, where they search the deserts for travelers to give them water and aid them. They look like an humanoid made of water, that is indeed, water. One can sumerge into the body of a water elemental without worrying, because you could breath inside their "water". Some water elementals like to have fish inside them, like a living, moving auquariu. The most exotic and rare those fish, the better.

Water elemental traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.