Chronicles of Rymura image

Race Modifier - Elemental Touched

"He came with the wind, blowing away the fetid stench of the place. The horrible creatures holding me flew back in the gale as he hovered above in that garish orange cloak he wore. I've never seen a thing more beautiful."
- Of Austral and the rescue in the World Below - Memoirs of Sweet Surry - Current Age.

Elemental Touched

Elemental Touched beings have been blessed, or cursed, by powerful beings of the elemental plane. The physical changes can vary from slight to noticeable: An Earth Touched Dwarf may have shale like protrusions on their face or arms, or a Flame Touched Elf could have brilliant red hair. Depending on who you interact with this can be seen as a blessing, a curse, or nothing more than a harmless oddity.

All Elemental Touched have the following traits:

  • You retain the Ability Score Increase, Age, Size, Speed, and Language of your origin Race.
  • You may also, depending on your origin race, keep the following racial features:
    • Dwarves, Elves, and Myr keep their Darkvision.
    • Gol retain 'Powerful Build'.
    • Humans and Myr retain their 'Gifted' trait.
    • Hin remain 'Brave'.
  • The following races are not eligible for Elemental Touched: Canim, Changeling, Dragonborn, Firbolg, Manufactured.
  • Subraces

    Air

    • Speed. Your base walking speed is 35.
    • Lightning Resistance. You have resistance to lightning damage.
    • Mingle with the Wind:
      • You know the Gust cantrip.
      • Starting at 2nd level, you can cast the Jump spell, targeting yourself, as imperceptible wind sprites spring you into the air.
      • Starting at 3rd level, you can Hover once a day for up to 1 minute.
      • Starting at 5th level, you can cast the Warding Wind spell.
      • Once you cast Jump or Warding Wind, you cannot do so again until you finish a Long Rest.
        • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (chosen when you select this race).

    Earth

    • Darkvision. You can see in dim light within 60 feet of you, dimming at 30 feet, as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
    • Hardened Skin. Even the most delicate skin belies the strength hidden beneath. As a reaction when you take damage, you can roll a d8 and add your Constitution modifier. You reduce the damage by the total provided the attack type is Bludgeoning, Force, Piercing, or Slashing. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    • Fury of the Earth:
      • You know the Mold Earth Cantrip.
      • Starting at 3rd level, you can cast the Earth Tremor spell with this trait, when you cast Earth Tremor this way the radius and damage is doubled.
      • Starting at 5th level, you can summon an Earth Fury. The Earth Fury normally resembles a burrowing or non-flying/swimming creature and uses the stats from the 'Summon Beast' spell (Land - AC 13 - Burrow instead of Climb).
      • Once you cast Earth Tremor, or summon an Earth Fury, you cannot do so again until you finish a Long Rest.
        • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (chosen when you select this race).

    Flame

    • Fire Resistance. You have resistance to fire damage.
    • Investiture of Flames:
      • You know the Control Flames cantrip.
      • Transport via Flames:
        • Starting at 3rd level, as a bonus action, you may voluntarily enter a medium or larger fire (or pile of embers) and exit from a different fire (or embers) up to 300ft away without taking damage.
        • As an Action, you can enter and bring one willing, or unwilling, creature of your size or smaller with you. If the creature is unwilling you must have them grappled (contested Athletics or Acrobatics which you can make as part of this Action), and the creature must be within 5ft of you when you enter the flames.
        • Regardless of if the creature is willing or not, they will take 2d6 fire damage as a result of the transportation.
      • Animate Flame:
        • Starting at 5th level, as an Action, you can command a Large or smaller non-magical flame to leave its source of fuel and move at your discretion. This spell requires Concentration and has a duration of 1 minute.
        • Initially when this spell is cast, then as a Bonus Action on each of your turns, you can mentally command the flames to move up to 20 feet in any direction provided you are within 120ft of it.
        • The flame is magically preserved at the intensity it possessed when animated and does not weaken or fail even if its has nothing to burn until the spell ends.
      • Once you cast Transport via Flames or Animate Flame, you cannot do so again until you finish a Long Rest.
        • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (chosen when you select this race).

    Water

    • Amphibious. You can breathe air and in water. You also have a swimming speed equal to your walking speed.
    • Superior Resistance. You have resistance to Acid and Cold damage.
    • Affinity of Water:
      • You know the Shape Water cantrip.
      • Starting at 2nd level you can cast the Ice Knife spell.
      • Also at 2nd level, you can listen to the subtle signs of water in another's body; you can cast the Sense Emotion spell with this trait.
      • Starting at 5th level, you can cast the Fog Cloud spell.
      • Once you cast Ice Knife, Sense Emotion, or Fog Cloud you cannot do so again until you finish a Long Rest.
        • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (chosen when you select this race).