Elementborn (5e Race)

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Elementborn

Physical Description

Sorry, couldn't find one with all 5 full-body characters.

As an elementborn, you are, as the name suggests, half elemental and half humanoid, much like dragonborn. For earth, their skin tone is normally a darker color and their eyes range from a deep brown to an unnaturally bright green. They frequently have twigs in their hair, which some dye green or brown to stick with the colors of the rest of their body. Air elementalborn are very pale, bordering on pure white skin, and they have soft, white hair that flows easily in the wind. Their eyes are normally a soft blue or white, giving off, at times, the appearance of them being blind or something of the like. When it comes to water, you have a little more variation. Their skin is normally like any other humanoids, but sometimes they appear to always be dripping. They have a range of hair colors from black to blonde, and everything in between, but their eyes are what show their elemental natures. They are a deep blue, like pools of water taken from the deepest of oceans. Fire elementborn have black or red hair, red to amber eyes, and light red skin that sometimes, in the instance of powerful elementborn, looks like it has cracked with lava underneath. Finally, the rarest one of them all, lightning. They have white hair, electric blue eyes and look as normal as can be, if a little energetic.

History

Elementborn have a very complicated history. For the most part, in the early times of the world, they were used as spies for elemental armies, scoping out different humanoid settlements and reporting back, and if they were caught, they'd try the diplomatic route before cutting ties and destroying the settlement from within. After elementals stopped truly going to war, elementalborn took up roles in humanoid nature, becoming blacksmiths, teachers, gardeners, and especially parents of the next generation of elementborn. Only a handful of them joined humanoid armies or became adventurers, but those who did never regretted their decision.

Society

Elementborn love to mingle with other societies, becoming more human, more dwarvish, than elemental, but in the cities that elementborn have built and populated, they attempt to copy other societies' traditions, skills and homes. In one elementborn city, you could see stone houses, burrows, even caves with boulders set up as homes. Fire elementborn tend to always have a fire in their hearths, water having pools in their yards or at least ponds, earth setting up homes in caves and in the ground, and air mostly sleeping under the stars when not in their mostly glass homes.

Elementborn Names

Elementborn tend to name their children after a part of the element that was bred into them, and sometimes, they hold off on naming if the child is born to 2 parents of different elements.

Male: Flame, Magma Geode, Whirlwind, Surf

Female: Ember, Flare, Adamina, Aerin. Tsunami

Elementborn Traits

Elementborn are the product of when a human has a kid with an elemental... however that happens.
Ability Score Increase. Your Charisma score increases by 2.
Age. Elementborn live longer than humans, but not quite as long as elementals, about 1000 years. Maturity depends on the society a certain family is mimicking for their household.
Alignment. By definition, elementals are a very chaotic people, and elementborn are no different. They can blow up in your face and kiss your cheek at the same time.
Size. Elementalborn vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. Earth elementborn have a burrow speed of 10, air or lightning a fly speed of 10, fire a climbing speed of 10, and water a swimming speed of 10.
Mixed Natures. While half of you is elemental, the other half is humanoid. To get a long rest, you only to rest for 4 hours, and you are fully aware of your surroundings as you rest. You count as both humanoid and elemental.
Elemental Body. Due to your elemental nature, you have a resistance to certain types of damage. Those resistances are listed in the subrace sections.
Languages. You can speak, read, and write Common and the language of your elemental half.
Subrace. Choose one from fire, earth, air, water or lightning.

Fire

Ability Score Increase. Your Wisdom and Constitution scores each increase by 1.
Burning Nature. Due to your elemental parent being fire, you can cast burning hands as a first level spell. Once you use this trait, you must complete a long rest before you can use it again.
Hotheaded Mind. Fire elementborn are a very angry people normally. Very hotheaded. Due to this fact, you have an advantage on Intimidation (Charisma) checks.
Fire Heart. You have a resistance to fire damage.
Elemental Language. You can speak, read, and write Ignan as an additional language.

Earth

Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Earthen Nature. Since you are born of the Elemental Earth, you are able to cast speak with animals as a first level spell. Once you use this trait, you must complete a long rest before you can use it again.
Continental Punch. As a kid of the earth, your punches are more powerful than anyone else's. You deal 1d4 bludgeoning damage when you make an unarmed attack.
Stone Body. You have a resistance to bludgeoning damage.
Elemental Language. You can speak, read, and write Terran as an additional language.

Air

Ability Score Increase. You Dexterity and Intelligence scores each increase by 1.
Zephyr Nature. As the child of the winds, you are a very quick person. Only when you are not wearing armor, you have +5 on your AC.
Wind's Cradle. You are able to manipulate, to some degree, the air that you have been born to. You can cast feather fall without any of the material components as a first level spell. Once you have used this trait, you must complete a long rest before you can use it again.
Hurricane Strength. You have a resistance to force damage.
Elemental Language. You can speak, read, and write Auran as an additional language.

Water

Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.
Water Instability. You have found that, to some extent, you can change your bodily appearance. You have an advantage on Deception (Charisma) checks.
Current Control. Almost everything has a bit of water in it that can be used against an enemy. You are able to cast Xenae's Aquaforme without any of the material components as a first level spell. Once you have used this trait, you must complete a long rest before you can use it again.
Oceanic Armor. You have a resistance to slashing damage.
Elemental Language. You can speak, read, and write Aquan as an additional language.

Lightning

Ability Score Increase. Your Dexterity and Strength scores each increase by 1.
Electric Body. Whenever someone makes a melee attack against you, because of your electric heritage, they take 1d4 lightning damage.
Lightning Strikes. Your mind is best suited for lightning magic, and as such, you are able to cast witch bolt as a first level spell without any of the material components. Once you use this trait, you must complete a long rest until you can use it again.
Fulmination Resilience. You have a resistance to lightning damage.
Elemental Language. You can speak, read, and write any one Primordial dialect as an additional language.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
7′ 0″+1d6130 lb.× (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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gollark: Like that weird rule about the ordering of adjectives.
gollark: This is providing great data for training the bot(s), though.
gollark: I guess?
gollark: Well, 🐝 those people to an extreme degree.
gollark: It declined and fell,y es.
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