Exotic Elemental Born (5e Subrace)

From D&D Wiki
Jump to navigation Jump to search

Who are the Exotic Elemental Born?

Only some know of the origin of the Exotic Elemental Born dwarves. This new sub-race of dwarves were made when they were caught between two elements colliding, or if the parents are both Elemental Born.[1] Either case makes them take on new traits. However, some of these traits are made from new sources making new Exotic Elemental Born. Elemental Born dwarves typically live in locations that represent both their elements. Since their forms are affected by their elements so are their personalities. Most of their subspecies share traits between their two elements one examples being storm dwarf they are Wise and emotional.If the Exotic Elemental Born is made of one they follow the following examples: Frost is cold and smart,force Loud and brave,

Combined Elements

These Exotic Elemental Born were formed when two elements meet.

Smoke Dwarf

Fire and air courses through you! You have control over the elements of fire and air thanks to your unique blood line.

Ability Score Increase. Your Charisma or Dexterity score increases by 1.
Smoke Woul. You know the produce flame cantrip and you can hold your breath indefinitely while you’re not incapacitated.
Smoke from Within. Once you reach 5th level, as a action you can cast gaseous form on yourself. You do not need to concentrate on this spell while in this form, but this form only lasts for 1 minute. Once you use this feature, you may not use it again until you finish a long rest.

Lava Dwarf

The energy of the plane of earth and fire flows through you! You have control over the elements of earth and fire thanks to your unique bloodline.

Ability Score Increase. Your Charisma or Strength score increases by 1.
Earth Soul. You know the mold earth[1] cantrip and you are immune to fire damage.
Lava Walk. You can move through lava at a speed equal to you walking speed and you are immune to fire damage taken from lava. In addition, you’re acclimated to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

Storm Dwarf

Water and Air lifts your soul! You have control over a strange power of a storm thanks to your unique blood line.

Ability Score Increase. Your Wisdom or Dexterity score increases by 1.
Storm Soul. You can breathe in water and air and you also can sense when a storm is going to happen near you no matter where you are.
Thunderous Power. You know the thuderclap[2] cantrip. Once you reach 3rd level, you can cast the thunderwave spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Mud Dwarf

Water and earth becomes you! You have control over the elements of water and earth thanks to your unique blood line.

Ability Score Increase. Your Wisdom or Strength score increases by 1.
Mud Soul. You know the mold earth[1] cantrip and you can breathe in air and water.
Become One with The Ground. Once you reach 5th level, you can cast the meld into stone spell once with this trait as a 3rd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

New Elemental Born

These Exotic Elemental Born were made from exotic elements.

Frost Dwarf

Frost surrounds you! You have control over the element of cold thanks to your unique blood line.

Ability Score Increase. Your Intelligence score increases by 1.
Frost Soul. You know the ray of frost cantrip and you have resistance to cold damage.
Frost Walker. You can move across difficult terrain made of frozen earth or ice without expending extra movement and you know when it's about to snowstorm near you no matter where you are.

Force Dwarf

Force bellows from you! You have control over the element of force thanks to your unique blood line.

Ability Score Increase. Your Charisma score increases by 1.
Force Soul. When you scream a message or yell out in pain you can be heard 300ft away and You have resistance to force damage.
Concentrated Force. Once you reach 3rd level, you can cast the magic missile spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Acid Dwarf

Acid seeps from you! You have control over the element of acid thanks to your unique blood line.

Ability Score Increase. Your Constitution score increases by 1.
Acid Soul. You have resistance to acid damage and you can sense other acids up to 30ft away.
Acid Rebuke. When you are targeted by a melee attack, you may use your reaction to emit acid in the creature's direction. The affected creature must make a DC 8 + your proficiency bonus + your Constitution modifier Dexterity saving throw to take half of the 2d6 acid damage. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). You regain use of this trait after you finish a short or long rest.

References
  1. 1.0 1.1 D&D 5e XGtE pp.162-3
  2. D&D 5e XGtE pp.168

Back to Main Page5e HomebrewCharacter OptionsSubraces