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===== Sublineage ===== | ===== 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 | 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. Choose one of the following sublineages and gain bonus 1st level features based on your selection. | ||
====== Air Elemental ====== | ====== Air Elemental ====== | ||
As an air elemental, you gain the following features. | As an air elemental, you gain the following base features. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
| Line 55: | Line 55: | ||
|- | |- | ||
|'''Hover''' | |'''Hover''' | ||
|Difficult Terrain never slows your movement. | |Difficult Terrain never slows your movement. Additionally, when falling, you now only take 1d4 damage per every 30 ft fallen. | ||
|- | |- | ||
|'''Mist''' | |'''Mist''' | ||
|Learn the [[Mist]] chant | |Learn the [[Mist]] primal chant. | ||
|} | |} | ||
====== Earth Elemental ====== | ====== Earth Elemental ====== | ||
As an earth elemental, you gain the following features. | As an earth elemental, you gain the following base features. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
| Line 70: | Line 70: | ||
|When you are not wearing armor, gain +2 to your AR and FORT. | |When you are not wearing armor, gain +2 to your AR and FORT. | ||
|- | |- | ||
|''' | |'''Gritty''' | ||
|Gain +3 | |Gain +3 max HP. | ||
|} | |} | ||
====== Fire Elemental ====== | ====== Fire Elemental ====== | ||
As a fire elemental, you gain the following features. | As a fire elemental, you gain the following base features. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
| Line 81: | Line 81: | ||
|- | |- | ||
|'''Spark''' | |'''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 | |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. | ||
|- | |- | ||
|'''Flamehand''' | |'''Flamehand''' | ||
|Learn the [[Beam of Fire]] cantrip | |Learn the [[Beam of Fire]] cantrip. This cantrip counts as primal for you. | ||
|} | |} | ||
====== Water Elemental ====== | ====== Water Elemental ====== | ||
As a water elemental, you gain the following features. | As a water elemental, you gain the following base features. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
| Line 97: | Line 97: | ||
|- | |- | ||
|'''Salve''' | |'''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 | |Gain the Salve ability. | ||
* '''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. | |||
|} | |} | ||
==== All Elemental Features ==== | ==== All Elemental Features ==== | ||
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below. | You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
| Line 110: | Line 109: | ||
!Description | !Description | ||
|- | |- | ||
|''' | |'''Burn''' | ||
| | |Flamehand, Character Level 10 | ||
|'' | |Gain a special attack. | ||
* '''Burn (END/Recoup)''': (3 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs FORT. '''Hit:''' The target gains Burning (1d4) for 30 seconds. | |||
|- | |||
|'''Curse of Corrosion''' | |||
|Salve | |||
|Gain the Curseof Corrosion ability. | |||
* '''Curse of Corrosion (1/Rest).''' You can cast the Acid Pool primal spell without spending SP. | |||
This counts as primal for you. If you do not know this spell, this is the only way you can cast it until you learn it. | |||
|- | |- | ||
|''' | |'''Earth Glide''' | ||
| | |Earth Sublineage | ||
|You | |You ignore Difficult Terrain if it is loose sand, gravel, or other mineral- based phenomena. Gain the Earth Punch ability. | ||
* '''Earth Punch (END/Recoup).''' When you hit a creature with a melee attack, you may spend 1 AP to knock it Prone. | |||
|- | |- | ||
|''' | |'''Environmental Attunement''' | ||
| | | | ||
|''Repeatable.'' | |''Repeatable.'' Gain Resist Elemental +1. Furthermore, gain +2 END checks against the effects of extreme weather. | ||
|- | |- | ||
|''' | |'''Fire Affinity''' | ||
| | |Spark | ||
|Gain | |Gain the Fire Affinity ability. | ||
* '''Fire Affinity (END/Rest).''' Spend 2 AP to gain Fire Affinity for 1 minute. | |||
|- | |||
|'''Fire Affinity II''' | |||
|Fire Affinity, Character Level 15 | |||
|Fire Affinity becomes: Spend 2 AP to gain Immune Fire and deal +3 fire damage on your attacks for 1 minute. | |||
|- | |- | ||
|'''Fly''' | |'''Fly''' | ||
| | |Hover, Character Level 10 | ||
Character Level 10 | |Gain the Fly ability. | ||
|You can cast the [[Fly]] spell. This counts as | |||
* '''Fly (1/Rest).''' You can cast the [[Fly]] arcane spell without spending SP. | |||
This counts as primal for you. If you do not know this spell, this is the only way you can cast it until you learn it. | |||
|- | |- | ||
|'''Fly II''' | |'''Fly II''' | ||
| | |Fly | ||
| | |Fly becomes 1/Recoup. | ||
|- | |- | ||
|''' | |'''Gift of Piscism''' | ||
| | |Amphibious | ||
| | |Gain the Gift of Piscism ability. | ||
* '''Gift of Piscism (1/Rest).''' You can cast the [[Piscism]] primal spell without spending SP. | |||
If you do not know this spell, this is the only way you can cast it until you learn it. | |||
|- | |- | ||
|'''Grit''' | |'''Grit''' | ||
| | |Gritty, Character Level 15 | ||
| | |Gain the Grit ability. | ||
* '''Grit (1/Rest).''' When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken. | |||
|- | |- | ||
|''' | |'''Meteorological Attunement''' | ||
| | | | ||
|Gain | |Gain the Meteorological Attunement ability. | ||
* ''' | * '''Meteorological Attunement (1/Rest).''' You may cast the Predict Weather primal invocation. | ||
|- | |- | ||
|''' | |'''Primal Magnificence''' | ||
| | | | ||
| | |''Repeatable.'' Learn two chants from the Primal Source of magic. | ||
|- | |- | ||
|''' | |'''Slowfall''' | ||
| | |Hover | ||
| | |While conscious, you cannot take damage from falling and can reduce the speed at which you fall to 60 ft per round. | ||
|- | |- | ||
|''' | |'''Tempestuous Recovery''' | ||
| | | | ||
| | |Gain +2 Tumbling. When you are Prone, on your turn you may stand from Prone for 0 AP. | ||
|- | |- | ||
|'''Vital Salve''' | |'''Vital Salve''' | ||
| | |Salve | ||
|When you Recoup, you may use your Salve | |When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you. | ||
|} | |} | ||
''*Updated to v1.2'' | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!Core Lineages | !Core Lineages | ||
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]] | |||
|- | |||
!Additional Lineages | !Additional Lineages | ||
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]] | |''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]] | ||
|} | |} | ||