Elemental: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 46: Line 46:


===== 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
Line 55: Line 55:
|-
|-
|'''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]] 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.
|-
|-
|'''Hardy'''
|'''Gritty'''
|Gain +3 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
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 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. This counts as a primal chant for you.
|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 (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.


Line 109: Line 111:
!PreReq
!PreReq
!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.
* C'''urse 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'''
|'''Environmental Attunement'''
|
|
|''Repeatable.'' Gain Resist Elemental 1. Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.
|''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'''
|'''Meteorological Attunement'''
|
|
|You learn the [[Predict Weather]] invocation and can cast it 1/Rest using this feature. Use your Primal Ancestry to determine your magic attribute.
|Gain the Meteorological Attunement ability.
 
* '''Meteorological Attunement (1/Rest).''' You may cast the Predict Weather primal invocation.
|-
|-
|'''Primal Magnificence'''
|'''Primal Magnificence'''
|
|
|''Repeatable.'' Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.
|''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'''
|'''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.
|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.
|}
|}


===== Air Elemental Features =====
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
!PreReq
!PreReq
!Description
!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. You can cast this once without spending SP, regaining the ability to do so when you Take a Rest.
|-
|'''Fly II'''
|Air Sublineage, Fly
|Regain the ability to use this feature when you Recoup.
|-
|-
|'''Slowfall'''
|'''Slowfall'''
Line 152: Line 210:
!PreReq
!PreReq
!Description
!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:''' (END/Recoup) When you hit a creature with a melee attack, you may spend 1 additional AP to knock it Prone.
|-
|-
|'''Grit'''
|'''Grit'''
|Earth Sublineage, Character Level 15
|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.
|(1/Rest) When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken.
|}
===== Fire Elemental Features =====
{| class="wikitable"
!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) By spending 2 AP, gain Fire Affinity for 1 minute.
|-
|'''Fire Affinity II'''
|Fire Affinity, Character Level 15
|When you use your Fire Affinity feature, gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage).
|}
|}


Line 190: Line 221:
!PreReq
!PreReq
!Description
!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'''
|'''Gift of Piscism'''