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{{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. | 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. | ||
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'''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.'' | '''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 | '''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 | 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=== | ===Elemental Traits=== | ||
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'''Lifespan:''' Elementals tend to reach maturity around age 30 and live for 200 to 300 years. | '''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. | 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" | ||
| Line 43: | Line 42: | ||
|- | |- | ||
|'''Primal Ancestry''' | |'''Primal Ancestry''' | ||
|As a descendant of the Everwilds, you are innately bound to the Primal Source of magic. Learn two primal chants | |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 | 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 56: | Line 55: | ||
|- | |- | ||
|'''Hover''' | |'''Hover''' | ||
|Difficult | |Difficult Terrain never slows your movement. Additionally, when falling, you now only take 1d4 damage per every 30 ft fallen. | ||
|- | |- | ||
|''' | |'''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 71: | 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 | ||
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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 | |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 | ||
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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 | |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 | ||
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!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" | ||
|+ | |+ | ||
!Lineages | !Core Lineages | ||
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] | |[[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.
|
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.
|
| Curse of Corrosion | Salve | Gain the Curseof Corrosion ability.
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.
|
| 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 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.
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.
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.
|
| Meteorological Attunement | Gain the Meteorological Attunement ability.
| |
| 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 | Bhrunai • Dragonfolk • Dwarf • Elemental • Elf • Fiendblood • Golem • Halfling • Hondu • Human • Kettek • Kleppin • Raedeen • Remnant • Satyr • Trollkin • Undead • Urkou |
|---|---|
| Additional Lineages | Harker's: Batfolk • Dhampir • Gretchling • Hellspawn |