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Elemental

Elementals are creatures whose essence is made from fire, water, air, or earth. Native to their respective elemental planes, those that have chosen to live on the Prime plane or were born there have gained a corporeal form.

Weak Barriers

The Elemental Lords live in separate planes of existence. They seek ways to invade the Prime plane and make it an extension of their own. While the Elemental Lords are too big and powerful to cross whenever they want, less powerful elementals are able to traverse through weak points in the barrier between worlds. This is usually when an area closely matches an area on the elemental plane, like volcanoes for the Fire plane and deep underwater for the Water plane.

Corporeal Forms

The underlying laws of the Prime plane are fundamentally different from the elemental planes. To survive without magical aid or to venture away from breach points, elementals have to adopt corporeal forms. These mortal forms allow them to survive and operate on the prime plane but limit their elemental powers.

An elemental can move between their elemental and corporeal forms easily, but in most cases they are unable to affect the world while in a pure elemental form.

Elemental Empowerment

Elementals are infused with a small aspect of their natural elemental plane. An elemental with a corporeal form can channel the energies of their home plane and temporarily access their full elemental powers.

An elemental can only maintain an empowered form for a short period of time before it begins to cause harm to their corporeal form, threatening to destroy them. Elementals train for years to increase the amount of time they can remain in their empowered form.

Elemental Names

Elemental names are connected to their elemental nature.

Example Names: Colios, Emberspark, Surge, Pebbles.

Elemental Traits

You gain the following traits as an elemental.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Elementals are ageless and can’t die of old age. Most have been around for thousands of years, but only on their elemental planes. Most corporeal elementals on the Prime plane have only been around for a decade at most.
  • Size. Elementals have the same variance in sizes as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Primordial.
  • Dual Type. You have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types.
  • Elemental Empowerment. As an action, you can empower yourself with elemental energy. The empowerment lasts for 1 minute or until you end it as a bonus action. You gain different abilities depending on your elemental nature. Once you use this ability, you can’t use it again until you finish a long rest.

Elemental Nature

You hail from one of the elemental planes. Choose one of the following elemental nature options.

Fire

You hail from the plane of Fire, a world of fire, lava, and volcanoes.

  • Fire Body (Minor Feature). You have resistance to fire damage. You emit bright light up to 10 feet, but can reduce your light to a dim glow.
  • Fire Control (Minor Feature). You can cast the produce flame cantrip. Charisma is your spellcasting ability for it.
  • Fire Empowerment (Major Feature). When you use your elemental empowerment, you channel elemental flames. As a reaction when a creature hits you with a melee attack, you deal fire damage to them equal to your level. Your weapon and spell attacks that deal damage can deal all of their damage as fire damage if you wish.
  • Fire Form (Major Feature). As an action, you can assume a form of fire. You and all of your equipment become elemental flame. While in this form, you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You deal 1 point of fire damage to anyone that touches you in this form. You can revert back to your normal form as an action. If you become submerged in water while in this form, you take 1d4 cold damage and are automatically transformed back into your normal form.

Water

You hail from the plane of Water, a world of oceans, rivers, and ice.

  • Amphibious (Minor Feature). You can breathe air and water.
  • Cold Body (Minor Feature). You have resistance to cold damage.

Elemental Form

Choose one of the following elemental forms.

  • Ice Form (Major Feature). Your body is made of hardened elemental ice. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal when you use your natural armor. You are naturally acclimated to cold environments and suffer no movement penalties for snowy or icy terrain.
  • Water Form (Major Feature). As an action, you can assume a form of water. You and all of your equipment become element water. While in this form, you gain a swim speed of 30 feet, and you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You can revert back to your normal form as an action.

Elemental Empowerment

Choose one of the following elemental empowerment options.

  • Ice Empowerment (Major Feature). When you use your elemental empowerment, you channel elemental cold. When you are hit by an attack or spell that deals damage, you can use your reaction to reduce the damage of the attack by half. In addition, once per turn when you hit with a weapon or spell attack you deal extra cold damage equal to your level.
  • Water Empowerment (Major Feature). When you use your elemental empowerment, you channel elemental water. For the duration of the ability, you can move through the spaces of other creatures and can end your turn in their space. As a reaction when you hit with a weapon or spell attack that deals damage, you can force the target to make a Strength saving throw, falling prone on a failed save. The DC for this ability is 8 + your Constitution modifier + your proficiency bonus.

Air

You hail from the plane of Air, a world of wind, thunder, and lightning.

  • Air Body (Minor Feature). You have resistance to lightning damage.
  • Air Empowerment (Major Feature). When you use your elemental empowerment, you channel elemental air. You gain a fly speed of 30 feet and at the end of each of your turns, each creature within 10 feet of you takes bludgeoning damage equal to half your level (rounded up).
  • Air Form (Major Feature). As an action, you can assume a form of air. You and all of your equipment become element air. While in this form, you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You can revert back to your normal form as an action.
  • Wind Currents (Minor Feature). You take half damage from falling.

Earth

You hail from the plane of Earth, a world of cliffs and caves.

  • Earth Body (Minor Feature). You have resistance to acid damage.
  • Earth Empowerment (Major Feature). When you use your elemental empowerment, you channel elemental earth. When you are hit by an attack or spell that deals damage, you can use your reaction to reduce the damage of the attack by half. In addition, once per turn when you hit with a weapon or spell attack you deal extra damage equal to your level.
  • Earthen Form (Major Feature). Your body is made of hard stone. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal when you use your natural armor. You gain a burrow speed of 5 feet in this form. Additionally, you have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
  • Siege (Minor Feature). You deal double damage to objects and structures.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez