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# Elestra The Elestra are Ta'enorra's newest and yet its earliest inhabitants. They are the elemental forces of the world given humanoid bodies. Each Elestra is born with an element, of which they exhibit great control over. Their command of the elements makes them both a respected and feared race of people. ### Elemental Vessels Physically, the Elestra take the form of humanoid animals, often mammals or dragons. This is in reflection of how their ancestors, the Elemental Spirits, often appeared in the form of glowing animals. Compared to the other animal-like folks of the world, their body structure is very similar to that of humans. It can be somewhat difficult to differentiate a dragon Elestra from a Dragonborn (who are distant descendants of humans) but one can easily tell a few key differences between a cat Elestra and a Tabaxi. For example, the legs of an Elestra are plantigrade while those of a Tabaxi are digitigrade. Elestra have very distinct eyes that make them instantly recognizable. Regardless of age, an Elestra's pupils are white and diamond shaped. Upon birth, an Elestra can have any eye color. However, as they age, the color of their eyes will change to match the color of the element they were born with, unless the eye is severely damaged. In which case, said eye's color will remain the color it was when the damage occurred. Elestra are easy-to-feed folks, with their bodies capable of digesting both plant matters and meat. Their teeth are very typical of omnivores, with only the exception of their longer-than-average canines. ### Control over the Elements Each Elestra is born with an element, inherited from their parents. Typically, if an Elestra's parents have two different elements, they will take on either element at birth. However, two elements can also fuse to create a new one. For example, a couple consisting of a Fire and a Water Elestra can give birth to an offspring with mist as their element. At birth, an Elestra will exhibit next to no elemental power but they will slowly start to develop elemental manipulation abilities as they age. The first sign of elemental control is the changing of eye color, which coincidence with puberty. Upon reaching adulthood, an Elestra's powers will reach its natural limits. However, with training, an Elestra can breach those limits and further improve their elemental powers. ### Widespread Presence The Elestra are one of the major races of Ta'enorra. While not numerous in population, due to their hardy constitution and control over the elements, they can be found in just about any corner of the globe, even in the most unlikely places. If you ever find yourself lost in the harsh elements of Ta'enorra, your best bet would be to find an Elestra settlement nearby. \columnbreak #### Elestra Features One of the many people delving the continents of Ta'enorra. Born from the elements and given mortal bodies by the God of Blessing, they are one of the last inhabitants to arrive on Ta'enorra, yet also one of its first. **Ability Score Increase.** Your Constitution increases by 1. In addition, increase one ability score by 2 or increase two different ability scores by 1. **Creature Type.** You are a Humanoid and an Elemental. **Age.** Elestra age at much the same rate as humans, reaching adulthood at the age of 18. They live much longer than humans, however, often exceeding 200 years. **Size.** The height of an Elestra can vary greatly, ranging anywhere from 4 to 7 feet tall. Your size is medium. **Speed.** Your base walking speed is 30 feet. **Mythic Casting.** Spells you cast with the *Mythic Cantrip* and *Mythic Spell* features are not considered magical or a spell. You can ignore any component required by these spells. Constitution is your spellcasting ability for these spells. **Darkvision.** You can see in dim light within 30 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. **Languages.** You can speak, read, and write one Primordial dialect based on your subrace and one language of choice. An Elestra seems to have their Primordial dialect engraved on to their very soul, capable of speaking it even if not taught. \pagebreak ### Auran Domain Unlike other elements, there is no true Air Elestra. Instead, the element is broken down into 3 forms: Mist, Wind and Lightning, each embodying one of its different aspects. #### Mist Mist Elestra are those under the Auran domain. When obscured by mist or similar phenomenas, their physical body seems to partially dematerialize. Those experienced with controlling their element can even use this property to pass through enemies on the battlefield. As a Mist Elestra, you gain the following features: **Misty Sight.** You gain blindsight with a range of 10 feet. **Foggy Concealment.** Starting at 5th level, when you're concealed by any fog-like phenomena, you can move through the space of another creature, and it doesn't count as difficult terrain. During this, you can also occupy another creature's space and vice versa. **Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. **Mythic Spell.** You can cast the *Fog Cloud* spell centered on yourself with this trait. You don't have to concentrate on this spell when casted this way. Once you cast this spell with this trait, you can't cast it again until you finish a Long Rest. **Resistance.** You are resistant to Thunder damage. **Elemental Tongue.** You can speak, read, and write Auran. #### Wind Wind Elestra are those under the Auran domain. They are one of the few people capable of wingless flight. Most however are only capable of doing so in short bursts. Only those who dedicated years of their lives to training are capable of flying for long periods of time. As a Wind Elestra, you gain the following features: **Wind Step.** You have a flying speed equal to your walking speed. This benefit works only in short bursts, you fall if you end your turn in the air and nothing else is holding you aloft. You can’t use this flying speed if you’re wearing medium or heavy armor. Starting at 11th level, you no longer fall at the end of your turn. **Rising Winds.** Starting at 5th level, you can use a bonus action to fly freely for 1 minute. For the duration, you don't fall at the end of your turn and you can hover. Once you use this trait, you can’t do so again until you finish a long rest. **Mythic Cantrip.** You know the *Gust* cantrip. **Resistance.** You are resistant to Thunder damage. **Elemental Tongue.** You can speak, read, and write Auran. \columnbreak #### Lightning Lightning Elestra are those under the Auran domain. They are known for their impressive speed bursts, capable of closing massive distances within a blink of an eye. As a Lightning Elestra, you gain the following features: **Lightning Step.** Your walking speed increases by 5 feet. **Thunder Blink.** When you move on your turn in combat, you can double your speed until the end of the turn. Starting at 5th level, when you use this trait, you don't provoke attacks of opportunity until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. **Mythic Cantrip.** You know the *Shocking Grasp* and *Thunderclap* cantrips. When casting *Thunderclap*, you can cause the spell to deal Lightning damage instead of Thunder damage. If you do so, the spell doesn't produce any sound. **Resistance.** You are resistant to Lightning damage. **Elemental Tongue.** You can speak, read, and write Auran. ### Ignan Domain Unlike the other elementals, fire doesn't branch out into other sub-elements. Flame Elestra, once an adult, are all capable of the same feats of fire manipulation, with intensity being the only differing factor. #### Flame Flame Elestra are those under the Ignan domain. Elestra of this element are capable of wreathing themselves in a coat of scorching flame. Due to their natural fire resistance, they
can sometimes be found living and working in areas with extreme heat such as deserts or near active volcanoes. **Improved Darkvision.** Compared to other Elestra, those of the Fire domain have notably improved vision in darkness. 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. **Scorching Fury.** As a bonus action, you can envelop your body in bright flames for 1 minute. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of your turns, each creature within 10 feet of you takes fire damage equal to your proficiency bonus. Once per round, you can deal extra fire damage to one target when you deal damage to it. The extra damage equals your proficiency bonus. Once you use this trait, you can’t do so again until you finish a long rest. **Mythic Cantrip.** You know the *Control Flames* and *Produce Flame* cantrips. **Resistance.** You are resistant to Fire damage. You are also immune to diseases. **Elemental Tongue.** You can speak, read, and write Ignan. \pagebreak ### Aquan Domain Water is known for its flexibility, having no true fixed shape. Elestra born under this domain are: Water and Ice. #### Ice Ice Elestra are those under the Aquan domain. Elestra of this element are known for their ability to massively lower the temperature around them for a short period of time, some are even capable of freezing nearby water instantly. **Rime Armor.** As an action, you catalyze a layer of ice around your body, granting you a number of temporary hit points equal to your level. If a creature hits you with a melee attack while you have these hit points, the creature takes cold damage equal to your level. This layer of ice persists for one hour, until you run out of these hit points or you dismiss it
(no action required). Once you use this trait, you can’t do so again until you finish a long rest. **Frostwalker.** Ice and snow do not hinder your movement. In addition, when your *Rime Armor* is active you can cause a liquid surface in the space you are occupying to freeze solid, allowing you and others to walk on it. This frozen surface lasts for 1 minute or until you dismiss it (no action required). When you reach 9th level, you can freeze liquid surfaces even when *Rime Armor* is inactive. **Mythic Cantrip.** You know the *Ray of Frost* and *Frostbite* cantrips. **Resistance.** You are resistant to Cold damage. **Elemental Tongue.** You can speak, read, and write Aquan. \columnbreak ### Terran Domain Earth is known for its inflexibility, yet its unshifting eternity. Elestra born under this domain are: Earth, sand and plant. #### Earth Earth Elestra are those under the Terran Domain. They are known for their impressive constitution and toughness. **Earth's Eye.** You gain tremorsense with a range of 10 feet. **Earthstrider.** You ignore land-based difficult terrain, such as mud or cracked ground. **Crystalline Defense.** As a bonus action, you form an armor of minerals and crystals on your body, granting you temporary hit points equal to your character level + your Constitution modifier for the next minute. **Natural Armor.** When you aren't wearing armor, your AC is 10 + your Dexterity modifier + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Resistance.** You are resistant to Poison damage and have advantage on saving throws against being poisoned. **Mythic Cantrip.** You know the *Mold Earth* cantrip. **Elemental Tongue.** You can speak, read, and write Terran. \pagebreak ### Extra Races #### Pienhu Features One of the ancestries that branched off from the tallmen of Ta'enorra. For one reason or another, the ancestors of the Pienhus retained most of their original tallman-like features even after the Great Mana Plague, though not completely unscathed. They still have some traits absorbed from other species, perhaps slit pupils, pointy ears or maybe even horns. **Ability Score Increase.** Increase one ability score by
2 and increase a different one by 1, or you increase three different scores by 1. **Age.** Pienhus reach adulthood in their late teens and live less than a century. **Size.** Pienhus are known for their lanky features and tall statures. Regardless of your position in that range, your size is Medium. **Speed.** Your base walking speed is 30 feet. **Pienhu Determination.** When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. **Mana Sight.** You know the Detect Magic and Identify spells. You can cast each spell without any components with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a Short or Long Rest. **Pienhu Versatility.** You gain proficiency one skill and one tool of your choice. **Languages.** You can speak, read, and write Common and one language of your choice. \columnbreak #### Werefolk (Wolf) Features **[PLACEHOLDER]** **Ability Score Increase.** Increase your Strength score by
2 and increase your Constitution by 1, or you increase one ability score by 2 and increase a different one by 1. **Type.** Humanoid **Size.** Werefolks tend to tower over humans, their height averaging somewhere between 7 and 8 feet tall. They often possess muscular, top heavy builds. Your size is medium. **Speed.** Your base walking speed is 35 feet. **Giant Strength.** You are proficient in the Athletics skill and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Bite.** Your powerful jaw is a natural weapon, which counts as a simple melee weapon with which you are proficient. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier. **Darkvision.** 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. **Lupine Senses.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. **Wild Call.** As a bonus action, you let out a howl, marking all hostile creatures within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any enemy who could hear the howl. Once you use this feature, you can't use it again until you finish a short or long rest. **Languages.** You can speak, read, and write Common and one language of your choice.