Elemental

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Elementals are humanoids that are deeply connected to the Everwilds, especially the domain of Chaos. While many sublineages of elemental exist, the four most common are air, earth, fire, and water. Elementals are actually indigenous to the Everwilds. As the Tear opened in the skies above, and Ancerra came into contact with the other planes of existence for the first time in living memory, some elementals were curious about the newly rediscovered solar system and ventured forth to explore it.

Elementals can reliably trace their lineage back to the Ashyidir Archfae. There are ten Ashyidir Archfae, but the four who represent the fundamental elements are listed here. All of the ten Ashyidir can appear masculine, feminine, or androgynous, but their preferred state is listed.

Aeshir. Feminine-presenting; Exemplar of Fire. Hot-headed, eager to get things accomplished, and believes strongly that destruction makes way for new life and new creativity.

Aevis. Androgynous-presenting; Exemplar of Air. Easily persuaded by arguments from Aeshir and Sheryn; accommodating to other viewpoints and tries to make everyone happy.

Gaard. Masculine-presenting; Exemplar of Earth. Slow to action, tries to keep everyone (especially Aeshir) from making rash decisions.

Sheryn. Feminine-presenting; Exemplar of Water. Strong-willed and unwilling to quickly or recklessly change her views on something, but Sheryn is also extremely emotional and prone to bouts of manic rage. Even so, she is also deeply passionate and caring about the other Ashyidir.

Elementals have varying opinions on the Ashyidir. Some view them as patriarchal figures, much like many humanoids view their grandparents. Others venerate them as gods, and still others don’t have a strong opinion one way or the other provided that the Ashyidir leave the elementals alone to live their own lives.

Elemental Traits

Height: 5’0” - 6’4”

Weight: 100 - 400 lbs (Typically, earth is the heaviest and air is the lightest)

Size: Medium

Base Speed: 20 ft

Appearance: Elementals generally look like humans with inhuman-colored skin. Their digits, skin patterning, hair, and facial features reflect the element of their sublineage.

Lifespan: Elementals tend to reach maturity around age 30 and live for 200 to 300 years.

Elemental Features

Elemental Starting Features

At level 1, you gain the following feature as an elemental. You also gain additional features based on your sublineage choice.

Feature Description
Primal Ancestry As a descendant of the Everwilds, you are innately bound to the Primal Source of magic.

Learn two primal chants of your choice. END is your magic attribute for these chants when cast in this way. If you learn to cast primal magic through the Warden of the Primal talent, then you may use END or the attribute given to you by that feature.

Sublineage

There are many sublineages of elemental, reflecting the different types of elemental forces found throughout the Everwilds - and thus, the different elemental forces that can be found throughout Ancerra. The four most common elemental sublineage are air, earth, fire, and water. Choose your sublineage from the options below. Gain all features of that sublineage at level 1.

Air Elemental

As an air elemental, you gain the following features.

Feature Description
Hover Difficult terrain never slows your movement. When falling, you only take 1d4 damage per every 30 ft fallen, instead of every 10 ft.
Mist Learn the Mist chant, using your Primal Ancestry to determine your magic attribute.
Earth Elemental

As an earth elemental, you gain the following features.

Feature Description
Rock-Solid When you are not wearing armor, gain +2 to your AR and FORT.
Hardy Gain 3 additional maximum HP.
Fire Elemental

As a fire elemental, you gain the following features.

Feature Description
Spark You can light nonmagical fires at will by touching flammable, nonsentient objects (such as a candle wick or kindling in a campfire). You cannot light objects that are being worn or carried, unless the creature carrying the object willingly lets you light it.
Flamehand Learn the Beam of Fire cantrip, using your Primal Ancestry to determine your magic attribute. This counts as a primal chant for you.
Water Elemental

As a water elemental, you gain the following features.

Feature Description
Amphibious You can breathe air and water.
Salve (1/Recoup) When Recouping, you may expend 1 gallon of water in your possession to restore 1d6 HP to a Bloodied creature that you touch (which can be yourself).

All Elemental Features

You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below.

General Elemental Features

Any elemental sublineage may take these features.

Feature PreReq Description
Environmental Attunement Repeatable. Gain Resist Elemental 1. Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.
Meteorological Attunement You learn the Predict Weather invocation and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.
Primal Magnificence Repeatable. Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.
Tempestuous Recovery Gain +2 Tumbling. When you are Prone, you may stand from Prone for 0 AP, but can only do so on your own turn.
Air Elemental Features
Feature PreReq Description
Fly Air Sublineage,

Character Level 10

You can cast the Fly spell. This counts as a primal spell for you. Use your Primal Ancestry to determine your magic attribute.

(1/Rest) You can cast this once without spending SP.

Fly II Air Sublineage, Fly Regain the ability to use this feature when you Recoup.
Slowfall Air Sublineage You are immune to Falling damage while conscious and can reduce the speed at which you fall to 60 ft per round.
Earth Elemental Features
Feature PreReq Description
Earth Glide Earth Sublineage You ignore difficult terrain if it is made difficult due to loose sand, gravel, or other mineral-based phenomena. Furthermore, when you hit with a melee attack, you may use the special Earth Punch effect.
  • Earth Punch: When you hit a creature with a melee attack, you may spend 1 additional AP to knock it Prone. (END/Recoup)
Grit Earth Sublineage, Character Level 15 (1/Rest) When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken.
Fire Elemental Features
Feature PreReq Description
Burn Fire Sublineage, Character Level 10 Gain a special attack.
  • Burn: 3 AP; melee and unarmed tags. Use your choice of STR or DEX for the attack and damage modifiers. On a hit, you do not deal damage to the creature immediately, but it gains Burning 1d4 for 30 seconds.
Fire Affinity Fire Sublineage (END/Rest) Gain Fire Affinity for 1 minute.
Fire Affinity II Fire Affinity, Character Level 15 Gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage). You can manually activate this ability by spending 2 AP on your turn.
Water Elemental Features
Feature PreReq Description
Curse of Corrosion Water Sublineage You learn the Acid Pool spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.
Gift of Piscism Water Sublineage You learn the Piscism spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.
Vital Salve Water Sublineage When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you (you may still choose yourself as a target).

Notes

Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolemHalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou