Elemental-Touched Expanded- Race

by CoolHandLuke140

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Elemental-Touched Expanded

The elemental-touched are wide and quite varied. They can spring from any ancestry and culture, and the reasons for their existence are multitudinous. What they do have in common is each of them is connected to a plane of elemental energy. Some are connected to the endless wastes of flame and spark of the plane of fire. Others draw the power and energy from the never-ending depths of the plane of water.

How this connection happen varies, sometimes they are the offspring of a wandering elemental or jinn, otherwise known as genies, lords of the elements. Other times they were born or created near portals to these elemental planes, their bodies suffused with elemental energy from the onset.

Elemental-touched are sometimes outcasts in their homes, other times they are lauded as chosen heroes or spectacles. However their life begins, these beings are often exceptional in the best or worst of ways. Their connection to the elements offers them powers untold.

General Elemental-Touched Traits

The following races are completely distinct from one another, sharing only the theme of being touched by the elemental planes. When you select these heritages you will also select a base race. This signifies your parental lineage, and sets some of your base stats such as movement speed, creature type, and size. Your game master may decide you gain additional features of that race such as tails or additional limbs. Each heritage provides an alignment suggestion or possible physical traits, this can be mixed with your base race as you like. It is highly likely your character has the same alignment as your parental lineage.

After choosing your base race, you also gain the traits listed under your chosen heritage.

Cinderborn

Cinderborn are hot tempered and impassioned folks normally. Their fiery temperament can be explained by their connection to the ever burning Elemental Plane of Fire. Perhaps they are children of a Fire Lord, or perhaps their homeland sits precariously close to a portal to the Fire Plane. However they received this connection, Cinderborn are not to be trifled with, holding sway over an element of destruction and raw power.

Cinderborn often have small physical traits that allude to their fiery inheritance. They may have ever flaming hair, or a reddish tone to their skin. Some may be mistaken for Tieflings with powerful tails that mimic those of Salamanders or similar fire elementals.

Ability Score Increase

Your Intelligence score increases by 2 and your Constitution score increases by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Cinderborn have lives slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

Cinderborn lean more toward a chaotic alignment, acting on impulse more often than not. Focused inwardly, they often lack the forethought to be either good or evil, leaning more toward neutrality.

Size

Your size matches that of your parental lineage (either Medium or Small.)

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Ignan). Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

Fire Resistance

You are magically immune to nonmagical or environmental fire, and you have natural resistance to fire damage from magical sources.

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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Control

You know the manipulate fire cantrip. When you reach 3rd level, you can cast the cone of flame spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the become fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

When you cast become fire using this trait, you can do so as a reaction to taking bludgeoning, piercing, or slashing damage. You gain resistance to the triggering attack and the spell lasts until the end of your next turn.

Tideborn

Tideborn are fluid in life, flowing from place to place and wandering carefree. They often make few attachments, feeling drawn to water and making their homes along the coast. Tideborn are connected to the Elemental Plane of Water. They may be the child of a Lord of Water, or they may have been born near a portal brimming with elemental energy.

Tideborn have a unique trait amongst the elemental-touched in that their gender changes according to their preferences. They can appear androgynous as an elf, or display their gender prominently. Tideborn often have unique physical traits as well, with hair that flows as if in a sea current, or skin tinged blue or green. Their eyes sometimes swim and spin like a whirlpool.

Ability Score Increase

Your Constitution score increases by 2 and your Charisma score increases by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Tideborn live slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

Tideborn lean more toward a chaotic alignment. They tend to flow with life's changes, being more neutral than good or evil.

Size

Your size matches that of your parental lineage (either Medium or Small.)

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.) You gain a swimming speed equal to your walking speed.

Amphibious

You can breath air and water.

Languages

You can speak, read, and write Common and one other language of your choice (typically Aquan). Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

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 discern colors in that darkness only as shades of gray.

Water Control

You know the manipulate water cantrip. When you reach 3rd level, you can cast the crashing wave spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the become water spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

When you cast become water using this trait, you can do so as a reaction to taking bludgeoning, piercing, or slashing damage. You gain resistance to the triggering attack and the spell lasts until the end of your next turn.

Stoneborn

The Stoneborn gather their stalwart energy and presence from the Elemental Plane of Earth, either from being children of the Earth Lords or being born in the presence of an outcropping of power from that plane. Stoneborn often exhibit the stubborn nature of their plane of influence or, contrastingly, they cut through life forging their own path.

Stoneborn often have skin colors matching earthen or grey tones, and their skin is hard as stone. Their hair is sometimes as tough as their skin, and many have eyes with no pupils or irises.

Ability Score Increase

Your Constitution score increases by 2 and your Strength score increases by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Stoneborn have lives slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

Stoneborn lean more toward a lawful alignment, and tend to be more neutral rather than good or evil.

Size

Your size matches that of your parental lineage (either Medium or Small.) Your weight is increased by the density of your form, becoming 1.5 times what is typical of your parental lineage.

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Terran). Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

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 discern colors in that darkness only as shades of gray.

Earth Control

You know the manipulate earth cantrip. When you reach 3rd level, you can cast the stone fist spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the become stone spell once per day; you must finish a long rest in order to cast the spell again using this trait. Constitution is your spellcasting ability for these spells.

When you cast become stone using this trait, you can do so as a reaction to taking damage. You gain resistance to the triggering attack and the spell lasts until the end of your next turn.

Natural Armor

Your earthen skin provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Windborn

The Windborn are often seen has haughty and self absorbed, flying above life's tribulations near effortlessly. They draw their power from Elemental Plane of Air, born of Wind Lords or infused with energy from that plane at birth.

Windborn have hair that constantly blows in the wind, whether there is a breeze or not. They are much lighter than others of their race and seem to nearly walk on air. Their laughter booms like thunder or deep drums, and their voice echoes in the corners of every room. Even a whisper seems to whistle like wind in the trees.

Ability Score Increase

Your Charisma score increases by 2 and your Dexterity score increases by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Windborn have lives slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

Windborn lean toward a chaotic alignment, and many focus on themselves, sometimes to the detriment of others. They are often evil or neutral, though most follow the alignment of their parental lineage.

Size

Your size matches that of your parental lineage (either Medium or Small.) Your weight is decreased by the density of your form, becoming half the weight that is typical of your parental lineage.

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.) The wind seems to always be at your back, this base walking speed is increases by 5 feet (to 35 feet or 30 feet typically.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Auran). Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

Unending Breath

While you are not incapacitated, you can hold your breath indefinitely.

Wind Control

You know the manipulate wind cantrip. When you reach 3rd level, you can cast the violent updraft spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the become wind spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

When you cast become wind using this trait, you can do so as a reaction to taking lightning damage or bludgeoning, piercing, or slashing damage. You gain resistance to the triggering attack and the spell lasts until the end of your next turn.

Gentle Fall

The winds gently slow your descent while you are not incapacitated. When you fall, you do so at a rate of 60 feet per round. You take no falling damage and can land on your feet.

Magmaborn

Lava sloughs off, hardening before it even hits the ground. A harsh mixture of the destructive force of fire and the immovable resilience of stone, Magmaborn are intimidating to see. Magmaborn emerge from places tied to the elemental force of both the Planes of Fire and Earth. The Elemental Plane of Lava, the Endless Magma Fields, infuses Magmaborn with the ability to resist fire and emit violent volcanic explosions when they overheat.

Magmaborn often appear like walking cracked statues, with lava bubbling just before the surface. They might move slowly, until they suddenly burst with speed and energy. Magmaborn temper the passionate fires of their Cinderborn cousins, with the slow and ponderous nature of the Stoneborn.

Ability Score Increase

Your Constitution score is increased by 2 and your Intelligence score is increased by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Magmaborn have lives slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

Magmaborn lean toward a neutral alignment, not inheriting the chaotic nature of the plane of fire, nor the rigid and lawful nature of the plane of earth. Instead they often stick to the alignment of their parental lineage, standing fast to and rationalizing the beliefs of their upbringing.

Size

Your size matches that of your parental lineage (either Medium or Small.) Your weight is increased by the density of your form, becoming 1.5 times what is typical of your parental lineage.

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Ignan or Terran.) Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

Magma Strider

You are magically immune to nonmagical or environmental fire, and you have natural resistance to fire damage from magical sources. In addition, you can walk across lava or magma as if it were stable ground.

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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Volcanic Expulsion

When you take the Attack action on your turn, you can replace one of your attacks with an explosion of molten magma in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Volcanic Expulsion a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Muckborn

Oozing, squelching feet cause shudders from those that meet the Muckborn. Hailing from a connection to both the plane of earth and the plane of water, the Muckborn draw energy from the depths of the Elemental Plane of Mud. The muck of this endless quicksand, the Eternal Mud Pits, instills the Muckborn with a presence of decay and filth. Some embrace the way others may revile them, others act against this disdain and work with slow determination to prove their as honorable or powerful as the other Elemental-Touched.

Muckborn typically have sallow skin or an uneasy green complexion, others have earthen tones similar to the Stoneborn. They seem to be nearly dripping at all times, their voices are guttural and unnerving.

Ability Score Increase

Your Constitution score increases by 2 and your Strength score increases by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Muckborn have lives slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

The Muckborn are often neutral, following no strict personal code or laws, nor acting solely upon their whims. They often lean toward evil, perhaps spurred by a natural distrust they are often met with from birth.

Size

Your size matches that of your parental lineage (either Medium or Small.)

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Aquan or Terran.) Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

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 discern colors in that darkness only as shades of gray.

Muck Walker

You ignore difficult terrain caused by mud, muck, or similar terrain.

Poison Resistance

You have advantage on saving throws against poison, and you have resistance against poison damage.

Omen of Filth

You know the poison spray cantrip. When you reach 3rd level, you can cast the grease spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the touch of filth spell once per day; you must finish a long rest in order to cast the spell again using this trait. Constitution is your spellcasting ability for these spells.

Frostborn

An ever present frost sits upon the brow of the stranger, and cold blue eyes sit behind a warm smile. Frostborn are known for their thoughtful attitudes and free spirits. They are bolstered by a connection to the Elemental Plane of Air and the Elemental Plane of Water. A stalwart people, who enjoy long and deep discussions, they draw power from the Elemental Plane of Ice, the chill lands of the Frozen Wastes.

Frostborn are often pale blue or white, with eyes that sparkle like glaciers bobbing in the freezing ocean. They typically sport a hard rime on their brow or hair, and exhale a frosty fog when they speak.

Ability Score Increase

Your Constitution score is increased by 2 and your Wisdom score is increased by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Frostborn have lives considerably longer than their parent races. Your lifespan is roughly equal to two times that of your lineage.

Alignment

Frostborn are calm, introspective people. They lean toward a neutral good alignment, caring for others, but considering options best for all before acting.

Size

Your size matches that of your parental lineage (either Medium or Small.)

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Aquan or Auran.) Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

Cold Resistance

You have resistance to cold damage.

Ice Control

You know the ray of frost cantrip. When you reach 3rd level, you can cast the entomb spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the shattering shield spell once per day; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.

Frost Walker

You ignore difficult terrain caused by ice or snow.

Icy Burst

You can use your action to explode with icy energy, sending dangerous shards of ice in a burst around you. All creatures within a 10-foot radius must make a Dexterity saving throw (DC = 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. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). After using your Icy Burst, you cannot use it again until you complete a short or long rest.

Smokeborn

A smoky haze fills the room as the ashen skinned man enters. Smokeborn burn hot, but fast. They are often passionate, but fickle people. They draw power from the Elemental Plane of Fire and the Elemental Plane of Air, having a strong connection to the marriage of the two, the Elemental Plane of Smoke. The Plane of Smoke, also known as the Choking Clouds, is a harsh and desolate place and to onlookers the Smokeborn reflect that. They can come off as rough or hot-tempered, but in reality they approach all of life with passion and zeal.

Smokeborn often have tones of ashen grey, with hair that looks more like wisps of smoke than strands of hair. Their eyes burn like hot coals, and their voices are like whispers of steam escaping a bubbling pot.

Ability Score Increase

Your Intelligence score is increased by 2 and your Dexterity score is increased by 1.

Creature Type

Your creature type matches that of your parental lineage (typically Humanoid.)

Age

The Smokeborn have lives slightly longer than their parent races. Your lifespan is roughly equal to one and a half times that of your lineage.

Alignment

Smokeborn are almost always chaotic in nature, leaning toward neither good nor evil. Often times they follow the natural alignment of their parental lineages.

Size

Your size matches that of your parental lineage (either Medium or Small.) Your weight is decreased by the density of your form, becoming half the weight that is typical of your parental lineage.

Speed

Your walking speed matches that of your parental lineage (typically 30 feet or 25 feet.)

Languages

You can speak, read, and write Common and one other language of your choice (typically Ignan or Auran). Alternatively, you may choose to use the languages from your parent lineage, replacing the choice here and gaining no new languages.

Smoke Vision

You can see through nonmagical smoke and smog.

Natural Resistance

You have resistance to fire damage and poison damage, you have advantage on saving throws against poison and effects created by smoke or fog.

Smoke Control

You know the fog cloud spell and the nauseating poison spell. You can cast one of these spells once per day; you must finish a long rest in order to cast either spell again using this trait. Intelligence is your spellcasting ability for these spells.

Feats

Enduring Stone

Prerequisite: 4th level Stoneborn

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When an attack against you is a critical hit you may negate the critical hit, making it a normal hit instead. You may do this a number of times equal to your proficiency bonus, regaining uses on a long rest.

Stone Carapace

Active Ability (Reaction)

As a reaction to being struck by an attack, you may choose to summon a shield of stone around you (made of earth or similar materials around you, summoning the material if there is none). Your AC increases by an amount equal to your proficiency bonus until the end of your next turn, potentially causing the triggering attack to miss. When a creature hits you with an attack within 5 feet of you, the creature takes 2d6 piercing damage. The number of d6 increases by one when your proficiency bonus increases (with total number of d6 equaling your proficiency bonus.)

Once you use this feature you cannot use it again until you complete a short or long rest.

Ride the Winds

Prerequisite: 12th level Windborn

You gain greater control over the winds, allowing you to take flight. You gain a flying speed equal to your walking speed.

Emberheart

Prerequisite: 4th level Cinderborn

  • Increase your Intelligence or Constitution score by 1, to a maximum of 20.
  • When using your manipulate fire spell you have the following changes:
    • The number of creatures you can provide resistance to is equal to your proficiency bonus.
    • The number of 5 foot areas you can effect is equal to your proficiency bonus.
    • The duration of your effects that control the color, shape, or brightness of flames is equal to (10 times your proficiency bonus) minutes.

Catch Fire

Active Ability (Action)

When you take the Attack action on your turn, you may replace one of the attacks with a gout of flame. A creature of your choice within 30 feet must make a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + the modifier increased by this feat), taking 2d6 fire damage on a failed save, or half as much on a successful one. On a failure of 5 or more, the creature is frightened of you until the start of their next turn, as they temporarily burst into flame. The number of d6 increases by one when your proficiency bonus increases (with total number of d6 equaling your proficiency bonus.)

Once you use this feature you cannot use it again until you complete a short or long rest.

One with the Tide

Prerequisite: 4th level Tideborn

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You learn the water bullet spell and the spellcasting modifier for this spell is the one increased by this feat.

Riptide

Active Ability (Action)

When you take the Attack action on your turn, you may replace one of the attacks with a rush of water. A creature of your choice within 30 feet must make a Strength saving throw (DC is equal to 8 + your proficiency bonus + the modifier increased by this feat), a creature can choose to fail this save. On a failure the creature is moved 10 feet away from you or toward you (your choice). On a failure of 5 or more the creature is also knocked prone. A creature that willingly fails the save does not get knocked prone.

You may also use this feature as a Bonus Action after casting water bullet, targeting the same creature targeted by the spell.

You may use this feature a number of times equal to your proficiency bonus, regaining all uses when you complete a short or long rest.

Obsidian Skin

Prerequisites: 12th level Cinderborn, Magmaborn, or Salamander-kin

You have strengthened your natural resistance to magical fire. You now have a natural immunity to all fire damage.

Vaporous Evasion

Prerequisite: Smokeborn or Windborn

When you take damage you can use your reaction to disperse into a cloud of smoke or gust of wind, halving the damage you take. You reform in an unoccupied space of your choice within 10 feet (you may choose the space you originally occupied.)

Once you use this feature you cannot use it again until you complete a short or long rest.

Clutching Mire

Prerequisite: 4th level Muckborn

When you take the Attack action on your turn, you may replace one of the attacks with a squelching, odorous effect at the feet of a creature. A creature of your choice within 30 feet of you must make a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your choice of Dexterity or Strength,) creature can choose to fail this save. On a failure, you may choose to cause one of the following effects:

  • The ground at their feet turns into squelching mud, grasping at their feet. They are restrained until the end of their next turn. The ground returns to normal when this effect ends.
  • Odorous, poisonous gas emits from the ground where they stand. They take 2d6 poison damage, taking half as much on a successful save. On a failure of 5 or more, they are also poisoned until the end of their next turn.
  • Mud safely climbs up the creature creating a hard shell that protects against damage. They gain 2d6 temporary hit points.

The number of d6 increases by one when your proficiency bonus increases (with total number of d6 equaling your proficiency bonus.) The restraining effect deals 1d6 bludgeoning damage at 5th level, 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.

You may use this feature a number of times equal to your proficiency bonus, regaining all uses when you complete a long rest.

Glacial Grasp

Prerequisite: 4th level Frostborn

A creature that is damaged by your Icy Burst must also succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or their speed is halved until the end of their next turn. On a failure of 5 or more they are restrained instead.

Spells

Become Fire

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:

  • You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage.
  • Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.

Become Stone

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends.

Become Water

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.

Become Wind

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.

Cone of Flame

1st-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Replaces: Burning Hands

Flames shoot forth from your fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The flames ignite any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the range of the cone increases by 5 feet for each slot level above 1st.

Crashing Wave

1st-level conjuration


  • Classes: Druid, Sorcerer, Spellblade, Wizard.
  • Casting Time: 1 action
  • Range: Self (20 foot cone)
  • Components: V, S
  • Duration: Instantaneous

A wave of water sweeps out from you. Each creature in a 20-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.

At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Entomb

1st-level transmutation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target.

If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Manipulate Earth

transmutation cantrip


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You mold earth you can see within range, causing it to twist and buckle to your command, selecting one of the following effects:

  • You can move a 5-foot cube of loose dirt or soil, excavate and move it along the ground to another unoccupied space within 5 feet.
  • You can carve small, simple shapes into dirt or stone, change its color, or similar minor effects.
  • You can turn a 5-foot square of earth or stone into difficult terrain for 1 hour. You can create up to three patches of difficult terrain this way; if you create additional patches the first created patch returns to normal terrain.

Manipulate Fire

transmutation cantrip


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You control fire you can see within range, causing it to bend to your command, selecting one of the following effects:

  • One creature of your choice within range has resistance to fire damage until the start of your next turn.
  • You can spark, douse, or spread fire in a 5 foot-cube, so long as there is fuel that can be ignited within the area.
  • You can control the brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape of fire (forming simple shapes or forms) within a 5-foot cube for 10 minutes.

Manipulate Water

transmutation cantrip


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Varies

You shape water you can see within range, causing it to move and shape at to your command, selecting one of the following effects:

  • You can move or direct the flow of a 5-foot cube of water in direction, but the water will collapse back to following the flow of gravity at the start of your next turn unless you concentrate on keeping it in place.
  • You can form the water into shapes or cause it to animate. This change lasts for 1 minute.
  • You can change the color or opacity of water in a 5-foot cube. This change lasts for 1 hour.
  • You can freeze up to a 5-foot cube of water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to melt or freeze, unless in extreme conditions).

Manipulate Wind

transmutation cantrip


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You produce a gust of wind within range, causing it to surge and swirl at your command, selecting one of the following effects:

  • The next ranged weapon attack against a creature of your choice within range has disadvantage.
  • One creature of your choice within range must succeed on a Strength saving throw or be pushed 5 feet or knocked prone (your choice).
  • You can increase the next jump made by a creature of your choice within range by 5 feet.
  • You manipulate the wind in a minor way, such as pushing a light object up to 10 feet, rustling plants, slamming doors, or similar effects. These aren't powerful enough to move creatures or deal damage.

Nauseating Poison

1st-level necromancy


  • Classes: Druid, Occultist, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You shroud your hand, a weapon you are holding, or a natural weapon in dark ichorous miasma. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the attack deals an extra 1d12 poison damage and the target must succeed on a Constitution saving throw or be poisoned until the end of your next turn.

The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

Shattering Shield

2nd-level evocation


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock
  • Casting Time: 1 reaction, which you can take when a creature within range is hit by a melee attack.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a shield of ice to erupt blocking the attack. The damage of the attack is reduced by 1d8 + your spellcasting modifier. If the attack damage is not completely blocked, the shield shatters, dealing the amount of blocked damage as cold damage to the attacking creature. If the shield is not broken, it melts away after blocking the damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by 1d8 for each slot level above 2nd.

Stone Fist

1st-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage.

Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Touch of Filth

2nd-level transmutation


  • Classes: Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of rotting food)
  • Duration: Concentration, up to 1 minute
  • Replaces: Ray of Sickness (in part)

You envelop your hand in a vile miasma. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 poison damage and is poisoned. At the end of each of their turns, they can make a Constitution saving throw, ending the poison on a success. Until the spell ends, you can make this attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Violent Updraft

1st-level transmutation (primal)


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a violent upburst of wind attempting to toss a Large or smaller creature into the air. The target must make a Strength saving throw, which it can choose to fail. On failure they are knocked 20 feet straight up into the air. If the target cannot hold onto anything or fly, they immediately fall taking 2d6 bludgeoning damage and falling prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target is knocked feet additional foot higher second slot level above 1st.

Water Bullet

conjuration cantrip


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 + your spellcasting ability modifier piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Elemental-Touched Quirks

The following are some optional quirks for a player to choose from.

d8 Quirk
1 You express yourself through art, finding words insufficient.
2 You feel drawn to the wild places of the world.
3 You enjoy bathing or swimming in scalding hot water.
4 You prefer not to consume meat, instead choosing to eat only food grown in the earth.
5 You often chill your food, enjoying frozen fruits or chilled drinks.
6 No matter where you stand around a fire, the smoke seems to find you.
7 You dress in vivid, eye-catching colors enjoying the attention they draw. To add to it, you use colorful language to spice up any conversation.
8 You speak slowly and purposely, like each word is as difficult as striding through the muck of a swamp.

Variant Rules

These rules add some flexibility to your heritage, and might fit certain table play styles. This may increase the power of these heritage options.

Alternate Ability Scores

You take this option instead of the Ability Score Increase listed under your heritage.

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 17.

Alternate Casting Stats

You may choose to use your Intelligence, Wisdom, or Charisma modifiers when casting any spells provided by a racial feature. You may cast these spells with any spell slots you have (as well as once per day without expending a spell slot.)

Credits

Elemental-Touched: A Tiny Living Room

Art: Hannah Davidson (To Come)

Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.

  • Spells from SDS includes; cone of flame and touch of filth.

Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.

  • Spells from KCC includes; become fire, become stone, become water, become wind, crashing wave, entomb, manipulate earth, manipulate fire, manipulate water, manipulate wind, shattering shield, stone fist, violent updraft, and water bullet.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.

Thanks!!

Thank you for checking out this race, I would love feedback if you have any. You can comment or message me on our Patreon.

A special thanks to:

Hannah Davidson

For her adorable art for this race (to come)!

Shard Tabletop

I also made a Shard package for this content, which you can access here. Let me know if you have any comments on it on their Discord server (@CoolHandLuke140).

CC-BY Version

There is a CC-BY version of this document featuring the main four races here.

Change Log

V0.8

Did a once over on the feats (thanks to somanyrobots for helping with those.) Changed Sparkborn to Cinderborn, to leave Sparkborn open for lightning elementals later on. Added Obsidian Skin to Cinderborn as well. Upped damage on catch fire, will watch it as it may be too much (though fire is often resisted so probably not.)

V0.7

Finished the base four races and broke them off into their own CC-BY document.

Finished the flavor text for all heritages. Next is working on feats, quirks, and a special treat for Shard folks (to be seen later.)

Began adding feats.

V0.6

Changed the flavor text for the four main heritages in preparation for moving them to their own CC-BY document.

Removed DB values and placed them below. There is no "main race" for this document, so they are listed separately.

Cinderborn (DB 27)

  • Ability Score Increase (DB 12)
  • Fire Resistance (DB 6)
  • Darkvision (DB 3)
  • Fire Control (DB 6)

Tideborn (DB 25)

  • Ability Score Increase (12)
  • Speed (DB 2)
  • Amphibious (DB 2)
  • Darkvision (DB 3)
  • Water Control (DB 6)

Stoneborn (DB 30)

  • Ability Score Increase (DB 12)
  • Darkvision (DB 3)
  • Earth Control (DB 6)
  • Natural Armor (DB 9)

Windborn (DB 26)

  • Ability Score Increase (DB 12)
  • Speed (DB 2)
  • Unending Breath (DB 3)
  • Wind Control (DB 6)
  • Gentle Fall (DB 3)

Magmaborn (DB 30)

  • Ability Score Increase (DB 12)
  • Magma Strider (DB 6)
  • Darkvision (DB 3)
  • Volcanic Expulsion (DB 9)

Oozeborn (DB 28)

  • Ability Score Increase (DB 12)
  • Darkvision (DB 3)
  • Muck Walker (DB 2)
  • Poison Resistance (DB 5)
  • Omen of Filth (DB 6)

Iceborn (DB 28)

  • Ability Score Increase (DB 12)
  • Cold Resistance (DB 3)
  • Ice Control (DB 6)
  • Frost Walker (DB 1)
  • Icy Burst (DB 6)

Smokeborn (DB 26)

  • Ability Score Increase (DB 12)
  • Smoke Vision (DB 1)
  • Natural Resistance (DB 9)
  • Smoke Control (DB 4)

V0.5

Added all spells mentioned. Finished all the heritages. Added the Icy Burst ability to Iceborn.

Next version should remove all of the DB values and add some feats as well as the quirks! As usual, I'll through the Detect Balance values in the Change Log.

V0.4

Finished everything but smokeborn. Getting some feedback regarding iceborn as well, as I am not super satisfied with it yet.

Edited Age traits to say "lifespan" instead of "age".

V0.3

Finished the main four. Decided to add in the variant rules as well. My recommendation is to run the races as written, as they were balanced based on that, however, I wanted to support other tables' play styles and reflect that here.

If you float modifiers, these races will be strong, probably not as strong as some of the recent official races, but there's not much comparison there. I lowered the cap of the starting ability score to 17, based on a suggestion from somanyrobots.

Using alternate casting stats should be balanced, as the options provided don't rely as much on your casting stat, but naturally if you optimize your choices it will be stronger.

V0.2

Finished Waterborn and Fireborn. Waterborn will likely get an additional feature before the final version, to replace their acid resistance which I never quite liked myself. The normal spell progression will likely stick around for the main four races, I thought about completely reworking them with new features, but I figured people might miss the spell casting for them as well. Perhaps, if I am ambitious, I'll make two versions of those.

V0.1

First version, rough draft really so far

 

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