Elemental Conduit (5e Race)
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FeyFolk / Elemental Conduits[edit]
Efreeti by GaudiBuendia |
It's important to draw wisdom from many different places. It becomes stiff and stale if we take it from just one place...—Iroh, Avatar.
Physical Description[edit]
FeyFolk Are humanoids that highly resemble humans but due to the long time they spended in the Feywild their features can slightly differ from a normal human. FeyFolk can have hair in any colour and sometimes due to the region they came from and the feys they interacted with threwout generations can have animal features like animal ears, fluffy tails, weirdly shaped pupils scales on body or horns in many colours to the point they start to resemble mix of a Human and Dragonborn as well as longer nails that can look like claws but none of them gives any advantages and are purely cosmetic. Such features differ depending on the origin of the Feyfolk and where they come from. In the end they come in all shapes and sizes but conduits have some features that show their connection to their element like body armor, horns or scales for earth, glowing bones and eyes for fire, floating white hair, body marks that look like clouds for air or blue skin or gills for water.
History[edit]
A long time ago a city of humans from a small kingdom escaped to fey wild from a great war but after many millennia and many generations humans started to adapt to conditions that weird lands faced them with. They took example from other races from other planes that lived in harsher conditions. Humans evolved into a race of element absorbing creatures but not all of them. Only one out of a 100 newborns gained favor of an element that reflects the conditions of the environment it was born in. They gained one of the 4 aspects: - Fire - Water - Air - Earth. Sometimes through especially harsh conditions and genetic heritage they could become Conduit Mixer or a Mixer for short. Such examples are : Fire + Air = Storm | Air + Earth = Sand | Water + Earth = Ice | Earth + Fire = Metal. Such abilities can also be acquired in reaction to one of the other elements by someone who already possesses one. Someone who wasn't born connected to one of the elements is called Fey folk due to their origin in the feywild and only around 10%/15% are born with connection to elements. These people are called Elemental Conduits. A FeyFolk after beeing exposed to near death conditions that can be connected to certain element can ascend into a Conduit. Such thing can also happen to a Conduit and this is a way to become a Mixer. (GM decides when such thing happens) Every mixer has some ability from the second element they connected to and one special ability, every Mixer is special in that way. (GM and the player decide what are the effects of such transformation and it should be a strong Power up, it can only happen when character is on a level 8th or higher)
Society[edit]
FeyFolk live the same way humans would. Depending on where they end up in the world they change from naval villages threw nomadic tribes to highly populated cities but because of the realm that most of them reside and how dangerous it is they couldn't create a huge kingdom, but they were able to build a huge city that their race calls it "Elemental Capitol". The Conduits have higher status from common FeyFolk, but it isn't as huge as someone could have thought. But when a conduit reaches mastery in their element and is able to mix another element with the one they were born with their reach level of respect on racial level from every FeyFolk that they can basically go from common man to a low noble or even higher since they represent exactly what their race is all about, adaptability. FeyFolk and conduits appear everywhere, just like humans would. They respect the mystical side of magic as well as all feys from Feywild with great respect for the help they got during their lowest point.
FeyFolk Names[edit]
Male: Zephyr, Ash, Myrris, Nyifun, Kefath
Female: Minstral, Mari, Lete, Scilia, Ciarta, Galina
FeyFolk Traits[edit]
Ability Score Increase. Your Constitution score increases by 2 and your one other score increases by 1. You can't raise any of your scores above 20.
Age. FeyFolk mature at the age of 25 and can live up to 500 years depending on their Conduit where normal FeyFolk can live up to 120 years a water or air conduit can live up to 250 years, a fire conduit up to 350 years and an Earth conduit up to 500 years.
Alignment. As creatures of change and survival the allighnment is mostly neutral but not always
Size. "Feyfolk vary widely in height and build, from barely 5 feet to well over 7 feet tall. Your size is Medium.".
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one other language of your choice.
Elemental Conduit (Air)[edit]
One with the wind. Levitation of 30 feet (20ft medium armor unable to use in heavy armor)
Change in the wind. You can sense changes in the enviroment around you such as moving creatures or actual shape of the area around you which gives 20ft of vision no matter the conditions.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Airy companion. You know Gust Cantrip and can use it number of time equal to your level. Starting at 3rd level you can cast Feather fall spell with this trait, without requiring a material component. Once you cast Feather Fall with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. At levels 5, 10, 15 and 20 number of uses before needing to rest incerases by 1.
Elemental Conduit (Fire)[edit]
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.
Light in the dark. You can glow a dim light in the range of 10ft around you. This ability can be turned on and off as a bonus action.
Friendly blaze. You have resistance to Fire damage.
Reach to the Blaze. You know the Produce Flame cantrip. Starting at 3rd level, you can cast the Burning Hands and at 5th you can also cast Flame Blade spell with this trait without requiring a material component. Once you cast Burning Hands or Flame Blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. At levels 5, 10, 15 and 20 number of uses before needing to rest incerases by 1.
Elemental Conduit (Water)[edit]
Echolocation. You can "see" within 60 feet of you in all directions but you can't see colours while using echolocation. This ability has to be turned on and off. While using this ability loud noises can knock you out for 1d4 rounds or 1d60 minutes
Swimming. you gain swimming speed equal to your walking speed of 30 feet (20ft medium armor unable to use in heavy armor)
Water skin. You have resistance to Acid damage.
Amphibious. You can breathe air and water.
Call to the Wave. You know the Acid Splash cantrip. Starting at 3rd level, you can cast the Create or Destroy Water spell with this trait. Starting at 5th level, you can also cast the Water Walk spell with this trait, without requiring a material component. Once you cast Create or Destroy Water or Water Walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. At levels 5, 10, 15 and 20 number of uses before needing to rest incerases by 1.
Elemental Conduit (Earth)[edit]
Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
One with the earth. You gain digging speed of 10 ft.
Underground Senses. You can sense if there is another creature that is behind a wall that is made out of dirt, rock or other materails that are not wood but you have to touch such surface.
Rock hard skin. You have natural armor of 13 + your Dexterity modifier that can appear in many forms on your skin.
Blessing of the earth. You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. At levels 5, 10, 15 and 20 number of uses before needing to rest incerases by 1.
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +2d8 | 145 lb. | × (1d8) lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a FeyFolk character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
d8 | Personality Trait |
---|---|
1 | Harsh |
2 | Prideful |
3 | Honorable |
4 | Spiteful |
5 | Protective |
6 | Ambitious |
7 | Fickle |
8 | Airy |
d6 | Ideal |
---|---|
1 | Freedom is the most importat thing in the world. |
2 | Survival above all. |
3 | Our race suffered so others don't have to. |
4 | I want to achieve mastery over my abilities and gain even more. |
5 | Feys helped us during our harsh time so we will do everything we can to repay them. |
6 | I want my name to be recorded in Legends. |
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d4 | Bond |
---|---|
1 | We come from the Feywild and that is our home. |
2 | Our society has to stick toogether like we did for all these years. |
3 | I am connected to my element and it is connected to me in my way of living and personality. |
4 | My race values bonds and i will help those close to me in need even if it costs me my live. |