Elementlings

Brief History

The Elementlings generally descend from the denizens of the Wastelands, a tumultuous, wild landscape full of elemental magic stretching between the Towers of Rakshas nearly to the Jungle of Arachay. A small thin strip of water forms a barrier between the jungle and the Wastelands and provides a narrow channel for trade between the Paluna Sea and the Sea of Eagles.

Aside from those whose ancestors are tied to the four elements of Fire, Water, Air, and Earth; there are two additional types tied to Light and Dark.

Physical Description

The Elementlings vary in appearance as much as the other races blended with their elemental blood. Particularly mixed with humans, they can run the gamut of hair and eye colors as well as builds.

Fire Elementlings sometimes give off heat, or flames dance in their eyes.  A permanent flush might be to their skin.

Water Elementlings may have a blue tinge to their skin, give off an aura of cold. Their eyes may be of the purest blue with no pupil for example.

Air Elementlings may have a permanent brush of wind through their hair or constantly emit a static charge. Their voice may echo or crash or sound airy and light.

Earth Elementlings are usually blocky and built like a chunk of stone. Their skin may even have a hardness to it similar to rock.

Lightlings differ from their brethren in that their spark comes from one aspect of the chaotic energy of the Aether. They are imbued with a sense of right and justice. They often give off a luminous glow and their eyes may shine with a white light.

Darklings possess a spark of the darker aspects of the Aether. Their visage is sometimes twisted with batlike winds, claws, fangs, or even just an aura of brimstone and sulfur.  

Society

Elementlings in general do not form major communities outside of the Wastes. They try to fit into society or are loners as much as any other race.

Relations

Elementlings have no particular animosity towards any of the races, though they are often branded as outcasts or viewed with suspicion.

Alignment and Religion

Elementlings are free to worship any Immortal they wish, though they do tend more towards a wild and chaotic viewpoint of the world given their natures. Lightlings are generally good (though rarely they turn from this nature), and Darklings are generally of a chaotic and independent nature, even if they are not evil.

Adventurers

Elementlings take to the road for any number of reasons – be it fame and fortune, wanderlust, or to escape persecution for their natures.

Your Elementling character has an assortment of inborn abilities common amongst their particular kind of spark.

Ability Score Increase: Choose 1 Ability Score to Increase by 1.

Age: Elementlings mature similar to humans, but their elemental spark has imbued them with a longer lifespan of roughly 100-120 years.

Alignment: Elementlings can run the gamut of alignments, with most falling into a chaotic or neutral opinion of the world. Their outlook on good and evil tends less towards the extremes unless life circumstances has pushed them in a particular direction.

Size: Elementlings can range in size from 4 to over 6 feet, with weights ranging from 100 to 400 lbs (Air Elementlings are generally lighter and Earth Elementlings are heavier.) Your size is still Medium.

Speed: Your base walking speed varies per type below.

Languages: You can speak, read, and write Common and your particular elemental language. You may also choose any number of languages equal to your Intelligence bonus. Elementlings generally learn the other elemental languages, or those of the populations they are traveling through.

TypeAirDarkLightEarthWaterFire
Speed35303025*3030
ResistanceLightning and ThunderNecroticRadiantPoisonColdFire
VulnerabilityForceRadiantNecroticAcidFireCold
Special AbilitiesDarkvisionDarkvisionDarkvisionDarkvisionDarkvisionDarkvision
Spellcasting**Gust (DEX)Thaumaturgy (CHA)Light (CHA)Mold Earth (CON)Ray of Frost (WIS)Firebolt (STR)
Spellcasting** Dark Touch (CHA)Healing Hand (CHA)   

*Earth Elementlings – Speed is not affected by wearing heavy armor.

**Spell Casting – These abilities are available as a cantrip, spellcasting ability as noted.

Healing Hand – You can restore 1d4 + level to yourself or any one target. You can do this a number of times equal to your level /3(round down, minimum 1/rest)

Dark Touch – You can deal necrotic damage equal to 1d4 + your level on a successful melee attack. You can do this a number of times equal to your level /3(round down, minimum 1/rest)

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