Elemental-Touched CC-BY

by CoolHandLuke140

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Elemental-Touched

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.

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.

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.

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.

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.

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.)

Licensing

All races and text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators. The following license can be provided in your work as credit:

Includes races and rules from Elemental-Touched by A Tiny Living Room, which is licensed CC-BY and available here.

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.

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, manipulate earth, manipulate fire, manipulate water, manipulate wind, stone fist, and violent updraft.

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).

 

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