Often mistaken as powerful Elvish Wizards, Sorcerers, and Warlocks: Elementalians are much more then that. They are the true carriers of Elemental powers that are found through out the land. They are beings gifted with the power to not only channel their respective element, but are able to create and absorb their own elements at well. With time and practice, they can easily master their respective element and be powerful as many Wizards and other magic wielders in this world.
Elementalian Traits
Ability Score Increase/ Decrease
Your Charisma, Constitution and Intelligence all increase by 1.
Size
They are Medium build and can vary in height and size, based on their element. Earth and stone types tend to be much larger than Lightning and Water types. Most however do not get heavier then 250 lbs and 7 ft tall.
Speed
Your base walking speed is 35 feet, however, depending on your element, it may be even more or less.
Languages
You can speak, read, and write Common, Primordial and Undercommon.
Dusk-Sight
Thanks to your gift from the elements, upon closing your eyes for a moment, you gain the ability known as Dusk-Sight. You can see in dim light within 60 feet of you 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. You only have this ability for an hour and must reset it whenever you enter a poorly lit area.
Elementalian Ancestory
Thanks to your heritage, you are able to call forth knowledge of things you may not know. You gain advantages on saving throws Wisdom checks.
Elementalian's Gift
You can use your action to blast destructive energy. Your Elemental type determines the size, shape, and damage type of the exhalation. When you use your Elemental gift in combat, each creature in the area of the blast must make a saving throw, the type of which is determined by your Elemental Gift. You can use this feature 3 times per long rest
Subraces
Every Elementalian has his own element. This is granted at the beginning of the time you are created.
Fire
Element Resistance
You are immune to fire damage.
Elementalian's Gift: Fire Blast
From the palm of your hand, a ray of fire shoots out. All creatures in a 5 by 30 ft. line must make a Dex. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Water
Element Resistance
You are resistance to fire and cold damage.
Elementalian's Gift: Tidal Wave
A wave forms from the ground from your feet. All creatures in a 15 ft. cone must make a Con. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 force damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Air
Element Resistance
You are resistance to bludgeoning, piercing or slashing damage.
Elementalian's Gift: Tornado
The air around you starts moving really quickly. All creatures in a 10 ft. radius must make a Con. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 slashing damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Earth
Element Resistance
You are resistance to bludgeoning, piercing or slashing damage.
Elementalian's Gift: Earth Wave
The ground you are standing on starts shaking. All creatures in a 15 ft. cone must make a Dex. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 piercing damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Lightning
Element Resistance
You are resistance to force damage.
Elementalian's Gift: Lightning Storm
Dark clouds starts to form above you. All creatures in a 10 ft. radius must make a Dex. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Ice
Element Resistance
You are immune to cold damage.
Elementalian's Gift: Sub Zero
The temperature around you drops to 0 Kelvin. All creatures in a 10 ft. radius must make a Dex. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Light
Element Resistance
You are immune to radiant damage.
Elementalian's Gift: Radiant Light
Your chest start lighting up. All creatures in a 5 by 30 ft. line must make a Dex. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 radiant damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Darkness
Element Resistance
You are immune to necrotic damage.
Elementalian's Gift: Void Blast
A black hole forms in your hand as you trow it out. All creatures in a 5 by 30 ft. line must make a Dex. save.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
The original idea is by Neo
Create Your Own Website With JouwWeb