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__NOAUTOLINKS__
[[Category:Lineage]]
[[Category:Lineage]]
{{LineageInfobox|Height=5'0" - 6'4"|Weight=100 - 400 lbs (air is the lightest, earth is the heaviest)|Size=Medium|Base Speed=20 ft|Appearance=<u>Features</u>: Elementals look like humans with skin, hair, and facial features reflecting their chosen sublineage|Lifespan=<u>Maturity</u>: Around age 30
{{LineageInfobox|Height=5'0" - 6'4"|Weight=100 - 400 lbs (air is the lightest, earth is the heaviest)|Size=Medium|Base Speed=20 ft|Appearance=<u>Features</u>: Elementals look like humans with skin, hair, and facial features reflecting their chosen sublineage|Lifespan=<u>Maturity</u>: Around age 30
<u>Lifespan</u>: 200 - 300 years|image=elemental.png}}
<u>Lifespan</u>: 200 - 300 years|image=elemental.png}}
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 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.


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.


'''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.


'''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.'' 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 also extremely emotional and prone to bouts of manic rage. Even so, she is also deeply passionate and caring about the other Ashyidir.


'''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 do not have a strong opinion one way or the other provided that the Ashyidir leave the elementals alone to live their own lives.


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===
===Elemental Traits===


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=== Elemental Features ===
=== Elemental Features ===


==== '''Elemental Starting''' '''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.  
At level 1, you gain the following feature as an elemental. You also gain additional features based on your sublineage choice.  
{| class="wikitable"
{| class="wikitable"
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!Description
!Description
|-
|-
|'''[[Primal]] Ancestry'''  
|'''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.
|As a descendant of the Everwilds, you are innately bound to the Primal Source of magic. Learn two primal chants. Use your magic attribute for all magical abilities you learn from elemental lineage features. If you do not have a magic attribute, use END.
|}
|}


===== 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. 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.  
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
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|-
|-
|'''Hover'''  
|'''Hover'''  
|Difficult terrain never slows your movement. When falling, you only take 1d4 [[damage]] per every 30 ft fallen, instead of every 10 ft.
|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, using your Primal Ancestry to determine your magic attribute.
|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
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|-
|-
|'''Rock-Solid'''
|'''Rock-Solid'''
|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.
|-
|-
|'''Hardy'''
|'''Gritty'''
|Gain 3 additional maximum HP.
|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
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|-
|-
|'''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 light it.
|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, using your Primal Ancestry to determine your magic attribute.
|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
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|-
|-
|'''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 (which can be yourself).
|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.
===== General Elemental Features =====
Any elemental sublineage may take these features.
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
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!Description
!Description
|-
|-
|'''Environmental Attunement'''
|'''Burn'''
|
|Flamehand, Character Level 10
|''Repeatable.'' Gain Resist Elemental 1. Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.
|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.
|-
|-
|'''Meteorological Attunement'''
|'''Earth Glide'''
|
|Earth Sublineage
|You learn the Predict Weather invocation and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.
|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.
|-
|-
|'''Primal Magnificence'''
|'''Environmental Attunement'''
|
|
|''Repeatable.'' Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.
|''Repeatable.'' Gain Resist Elemental +1. Furthermore, gain +2 END checks against the effects of extreme weather.
|-
|-
|'''Tempestuous Recovery'''
|'''Fire Affinity'''
|
|Spark
|Gain +2 Tumbling. When you are Prone, you may stand from Prone for 0 AP, but can only do so on your own turn.
|Gain the Fire Affinity ability.  
|}


===== Air Elemental Features =====
* '''Fire Affinity (END/Rest).''' Spend 2 AP to gain Fire Affinity for 1 minute.
{| class="wikitable"
|-
!Feature
|'''Fire Affinity II'''
!PreReq
|Fire Affinity, Character Level 15
!Description
|Fire Affinity becomes: Spend 2 AP to gain Immune Fire and deal +3 fire damage on your attacks for 1 minute.
|-
|-
|'''Fly'''
|'''Fly'''
|Air Sublineage,  
|Hover, Character Level 10
Character Level 10
|Gain the Fly ability.
|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 (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'''
|Air Sublineage, Fly  
|Fly
|Regain the ability to use this feature when you Recoup.
|Fly becomes 1/Recoup.
|-
|-
|'''Slowfall'''
|'''Gift of Piscism'''
|Air Sublineage
|Amphibious
|You are immune to Falling damage while conscious and can reduce the speed at which you fall to 60 ft per round.
|Gain the Gift of Piscism ability.  
|}


===== Earth Elemental Features =====
* '''Gift of Piscism (1/Rest).''' You can cast the [[Piscism]] primal spell without spending SP.  
{| class="wikitable"
!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.  


* <u>Earth Punch</u>: (END/Recoup) Knock a creature Prone. You regain all expended uses when you Recoup.
If you do not know this spell, this is the only way you can cast it until you learn it.
|-
|-
|'''Grit'''
|'''Grit'''
|Earth Sublineage, Character Level 15
|Gritty, Character Level 15
|(1/Rest) When you take damage, you may spend 2 Reactive AP to gain [[Shield]] HP equal to the damage taken.
|Gain the Grit ability.  
|}


===== Fire Elemental Features =====
* '''Grit (1/Rest).''' When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken.
{| class="wikitable"
!Feature
!PreReq
!Description
|-
|-
|'''Burn'''
|'''Meteorological Attunement'''
|Fire Sublineage, Character Level 10
|
|Gain a special attack.  
|Gain the Meteorological Attunement ability.  


* <u>Burn</u>: 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.
* '''Meteorological Attunement (1/Rest).''' You may cast the Predict Weather primal invocation.
|-
|-
|'''Fire Affinity'''
|'''Primal Magnificence'''
|Fire Sublineage
|
|(END/Rest) Gain Fire Affinity for 1 minute. You regain all expended uses when you Take a Rest.
|''Repeatable.'' Learn two chants from the Primal Source of magic.
|-
|-
|'''Fire Affinity II'''
|'''Slowfall'''
|Fire Affinity, Character Level 15
|Hover
|Gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage).
|While conscious, you cannot take damage from falling and can reduce the speed at which you fall to 60 ft per round.
|}
 
===== Water Elemental Features =====
{| class="wikitable"
!Feature
!PreReq
!Description
|-
|-
|'''Curse of Corrosion'''
|'''Tempestuous Recovery'''
|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.
|Gain +2 Tumbling. When you are Prone, on your turn you may stand from Prone for 0 AP.
|-
|'''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'''
|'''Vital Salve'''
|Water Sublineage
|Salve
|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).
|When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you.
|}
|}
 
''*Updated to v1.2''
== Notes ==
{| class="wikitable"
{| class="wikitable"
|+
|+
!Lineages
!Core Lineages
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|-
!Additional Lineages
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]
|}
|}

Latest revision as of 20:56, 26 March 2025

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. Easily persuaded by arguments from Aeshir and Sheryn; accommodating to other viewpoints and tries to make everyone happy..

Sheryn. Feminine-presenting; Exemplar of Water. Strong-willed and unwilling to quickly or recklessly change her views on something, but 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 do not 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. Use your magic attribute for all magical abilities you learn from elemental lineage features. If you do not have a magic attribute, use END.
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. Choose one of the following sublineages and gain bonus 1st level features based on your selection.

Air Elemental

As an air elemental, you gain the following base features.

Feature Description
Hover Difficult Terrain never slows your movement. Additionally, when falling, you now only take 1d4 damage per every 30 ft fallen.
Mist Learn the Mist primal chant.
Earth Elemental

As an earth elemental, you gain the following base features.

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

As a fire elemental, you gain the following base 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.
Flamehand Learn the Beam of Fire cantrip. This cantrip counts as primal for you.
Water Elemental

As a water elemental, you gain the following base features.

Feature Description
Amphibious You can breathe air and water.
Salve 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

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

Feature PreReq 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 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. Gain Resist Elemental +1. Furthermore, gain +2 END checks against the effects of extreme weather.
Fire Affinity Spark 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 Hover, Character Level 10 Gain the Fly ability.
  • 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 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 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 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 Salve When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you.

*Updated to v1.2

Core Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolem • HalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou
Additional Lineages Harker's: BatfolkDhampirGretchlingHellspawn