Elementol (5e Race)

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<Race Name>[edit]

Physical Description[edit]

History[edit]

Society[edit]

<Race Name> Names[edit]

Male:

Female:

<Race Name> Traits[edit]

Ability Score Increase. Your An ability score was not entered for this template! score increases by 2 and your An ability score was not entered for this template! score increases by 1.
Age.
Alignment.
Size. Speed. Your base walking speed is <speed> feet.
Languages. You can speak, read, and write Common and one other language of your choice.


Ability Score Increase. 1 DM picks


2 Fire W: water,wind,earth S: steel,ice,dark,shadow,blood,nature,

          L1  Phoenix cannon: 4d8+3 fire damage
          L3  Dragon’s tail: 2d6+2d4 hits 5 targets 
          L5  Heat Wave: Can save 12 or higher 50 damage 
          L7  Flame Spear: last 5 turns 3d10  piercing damage
          L9  Phoenix Feather: Roll a 1d20 regain the amount you rolled (1=11)
          L12  Wall of Fire: Just a wall of fire walk through take 1d6 damage 
      L15  Over Heat: spend up to 15 hp to do the amount you spent in damage your next attack (1 long rest)
          L17  Heat Lightning Storm: 15ft radius 12 Dex save   50 damage 
          L19  Star Output: the power of the sun roll 1d12 times the number you got by 5
          L20 Blaze’s Will: you gain gen1 power boost next attack auto 50 damage

Ash L1 Smoke screen: Black smoke blinding all in a 10ft radius for 5 turns

L3 Smoke transer: can turn body into smoke and move up to 45ft (once per short rest no points)
      L5 Heat Mirage: Makes illusions from the heat of fresh ash roll wis (no points)
      L7 Solid Smoke: Last 5 turns 1d8+1d6 chance of suffocation (any weapon)
      L9 Ember Shot: 10ft radius 1d12 fire damage

L12:Smoke Copy:makes a copy of the user out of smoke can’t hurt but can take damage(2 at once per short rest) L15 Smoke Dragon: Bite the chosen target 4d12 L17 Ash armor: Increases ac by 5 for 3 turns L19 Ash Burn out: Smokes up the area and gives a chosen target dis adv on next turn L20 Phoenix reawaken: roll a 1d100 to reagan heath (once per long rest)


3 Ice W: fire,steel,light,blood, S: water,steel,time,nature,light,earth

                    L1 Icicle rain: summons falling icicles in a 10ft radius 1d8+3 
                    L3 True Forme: Your body can change through snow and ice at will (no points)
                    L5 Ice Structures: Use ice to make structures (no points)
                    L7 Icicle Sword: 1d10+ proficiency bonus (+2 if strong against)
                    L9 Cryostasis Recovery: spend 1 turn to heal half your lost health(no ac for 3 turns)
                   L12 Ice Cover: Can cover all weakness in ice to make them neutral for 3 turns
                   L15 Ice domain: Spreads ice in a 60ft radius dex save 10 frozen for one turn
                   L17 Ice cannon: shoots ice shrapnel 2d12 hits up to 5 targets 
                L19  Flash Frozen Ice Age: target rolls a con save of 7 or higher half current health
                   L20 Frost’s intel: gets adv on next 5 turns



Snow

                   L1 Snowy trap: makes a trap of the users choice
                 L3 Snow Fox warmth: Make a snow fox and who ever the it touches regains 15 health
                    L5 Snowy shape: You can now shape shift (no points)
                    L7 Snowy spike bomb: puts a bomb on a target 1d12 damage when you use it
                  L9 Aurora Glaze: Makes a small arora make a con save if failed can’t move for 1 turn
                  L12 Snow Bullet: 2d6 chance of freezing for 1 turn 
                  L15 Snow Monster: Makes a snow monster to fight for you (about 11ft tall)
                  L19 SnowBall Turret: 3d6 fast firing turret lasts for 3 turns 
                  L20 Blizzard: makes a snowstorm that is impossible to see through 

4 Water W:nature,lightning,light,storm S:fire,earth

                L1 Water Manipulation: Able to move water and change the forme/size/speed/density
       L3 Water Shot: Shoots a high powered shot of water from your hand 2d4+proficiency bonus 
                L5 Water compression: compress water into a shape of a weapon 3d4+3
                L7 Hydro cannon shot: spend 1 turn charging up 3d12 no ac the turn after fired 
               L12 Geyser: makes a geyser under a target 2d8
             L15 Water bullets: turns moisture in to water bullets hitting anything in a 10ft radius 2d10 
             L17 Water Well:makes a new source of water reagins 10 power points
             L19 Tsunami: make a dex save of 12, 2d12 if fail
             L20 Water Serpent: Makes a giant snake out of water (damage varies)

Mist

               L1 Vapor copy: make a copy of anything out of vapor (intangible) no points
               L3 Mist like voice: Can copy someone’s voice no points 
               L5 Fog Control: Can make/shape fog in to what you need/what
               L7 Vapor Steal: next attack take 5% of their health 
               L9 Mist Transfer: Can turn yourself into mist for 3 turns
              L12 Vapor Mimic: Makes a monster out of mist that compys all your moves 1d10 
              L15 Concentration: Makes a rain cloud of  water bullets hitting anything in a 10ft radius 2d10 
             L17 True Mist: The mist you make become tangible last 3 turns 
             L19 1 million pound blacket: Make a cloud blanket that is a 10ft radius 3d10
             L20 Heaven’s descent: you can throw clouds on to one target doing 3d12 






5 Wind W:ghost S:fire,earth,water,ice,sound

               L1 Wind Message: Can read the air flow to sense what is going on around you 60ft radius no points 
               L3 Wind Blade: Makes a blade of wind a few inches from your fingers 2d6 (able to throw)
               L5 Twister Shot: makes 3 twisters the size of the user 1d12
               L7  Cloud of up force: Summons a cloud for a someone to ride on
               L9  Tempst cannon: air shot of compress air 2d4+3 
              L12 The World’s Wind Orb: Make a orb of compressed wind in your palm spinning up to 350 mph 
              L15 Wind Creation: makes 1 item of your choice (do not get the stats tho)
              L17 Whirlwind Press: 120ft radius hits more then one 2d10+1d8 (per long rest)
              L19 Endless Twister: Makes a big tornado 3d12 take half damage 
              L20 Tempest Domain: makes a 10ft dome that nothing can enter or leave last 3 turns (per short rest)


6 Dark W:light.lightning,fire,ghost S:light,nature,space,sound

               L1 Midnight Cloak: Can become invisible for 5 turns no points 
               L3 Tentacle Nightmare: 4 squid like tentacles come out of your back 4d6 (can keep them out for 5 turn only need points to activate)
               L5 Nothingness: per long rest you can ignore all damage from 1 attack
               L7 Dark arrow: Make a arrow out of dark matter 2d6 
              L12 Yin: Gather all your dark energy into one massive punch (damage varies)
              L15 Negative Impulse: sends negative energy at 1 target (random stuff happens)
              L17 Black matter bomb: A bomb of black matter 3d12
              L19 Black Meteor: Throw yourself at an enemy (damage varies)
              L20 Tentacle of fate: uses half your current health to deal a lots of damage at once 








7 Light W:dark,death,space,ghost,time,nature,ice S:dark,shadow,ice,

             L1 Light Reflecting: All the light reflects off of you to make you invisible 5 turns no points
             L3 Blade of Light: Makes a blade out of light 2d6
             L5 Light Arrow: shoots an arrow of divine light 3d6
             L7 Light cannon: 2d12
             L9 Light solution: Chose a target to heal 1d20
            L12 Yang: Gather all your light energy into one massive punch (damage varies)
            L15 Positive Impulse: sends positive energy at 1 target (random stuff happens)
            L17 Light Speed Shot: Move through someone at light speed 3d12
            L19 Chosen light: smite a random person on the bord 4d10
            L20 Light Saber: 9d12    (Once per short rest one hit)


8 Lightning W:earth,blood,nature,ghost,steel,earth S:water,dark,shadow

                        L1 Lightning Jolt: A jolt like spear 2d12
                        L3 Lightning Dash: Dash 30ft anything 10ft around you when you dashed 2d8+3
                        L5 Lightning creation: make weapons/armors out of your lightning increase speed and damage of weapons is a 4d8
                        L7 Thunder kick: you kick someone with enough speed to make thunder 3d10
                       L12 Thunderbolt: You turn yourself into a lightning bolt and hit someone 4d12 (if don’t break ac your paralyzed for 1 turn once per short rest)
                       L15 Odin’s Spear: you make solid lightning to make a spear 3d20
                       L17 Godspeed: Enter a state of speed beyond natura lightning can’t get hit for 3 turns (once per short rest 
                      L19 Thor’s rage: sends the bolts of lightning over the bord (damage varies) 
                      L20 ThunderBird: Makes a bird out of lightning to attack 1 target 3d12


9 Sound W: ghost,wind,space,death,time,earth S: steel,nature

               L1 Sonic boom: A loud noise 2d4+3
               L3 Piercing Screech: A noise so sharp and loud is cuts through solid things 2d6
               L5 Sonar: send out a screech to look around
               L7 Low/High frequency: You chose what kind of sound you use (damage varies)
          L12 Sound Braker: A punch so hard it breaks the sound barrier 4d12 (once per long rest) 
          L15 Mute: an attack with to much power that all noise is muted 3d10
          L17 Beat Box: You make heavy attacks with your voice 2d12
       L19 Krakatoa Slap: A slap with so much power in cracks the sky 3d12 (once per short rest)



10 Death W: light,ghost,blood S: steel,

                              L1 Shinigami eyes: Can see someone's health/ac (no points)

L3 Life drain: roll a d20 to take someones life force to use and an attack

                              L5 Cold body: resistant to ice and fire attacks (passive)
                              L7 
                            L12

11 Shadow W: fire,light,lighting,ghost S: storm,blood,nature

                        L1 Shadow Ink: Able to move and change the size of shadows like ink (no points)
                        L3 Shadow Marking: Place a making that only you can make used for all sorts of things (teleportation,traps,talking,etc) cost depends on action
                        L5 Shadow Beastling: Your shadow takes the form of a beast that you have control over  4d8
                        L7 Shadow mimic: Once per short rest you can mimic any element power for 1 turn
                       L12 Shadow Cloak: Cover yourself in a shadow ac/attack +3 for 10 turns 
                       L15 Shadow Sealing: Lock 1 thing in a prison of your own control
                       L17 Shadow Thread: With the thread of fate you can make someone’s  next move per short rest
                       L19 Shade of the Night: Cove a 30ft area in shade boosting any shadow/dark elements with a +5 to ac and attack for 5 turns
                       L20 True Shadow: You are a shadow nothing can hit you or touch your for 5 turns


12 Time W: space,ice,ghost, S: light,

                      L1 Time perspective manipulation: able to play with one's perspective of time
                      L3 Time shield: can send attacks back,heal someone, see through illusions, ac +5 (can activate as a reaction per short rest leaves and the end of battle)
              L5 Time Shield attack hand: (L5,4d8 L10,6d8 L15,8d8 L20,10d8) (no points to summon)
              L7 Time Shield defense hand: Can block three attack on another player on 4th attack send a shock wave doing 4d4
             L12 Reverse: Once per short rest you can reverse the effects of and attack including damage 
             L15 Time Stream Sever: Able to cut the timeline and rewrite it to remake a person's thoughts and change their action
             L17 Time Shield Shatter: as a last resort you shatter the timeline and save your entire party at the cost of your time shield and can only get it back from a clock worth or the eternal element
             L19 Clock Worth stage 1: Your time shield is now gold and nothing can break it it does 20d8 damage and can redirect 3 attacks
             L20 Master Clock Worth: you can rewrite time in your favor once per 2 longrest 


13 Space W: dark,ghost S: time,sound,light

                        L1 Space perspective manipulation: able to play with one's perspective of their plane
                        L3 Gravitational Control: use gravity to shape rocks and wood in to sharp projectiles
                        L5 Void claw: Makes claws out of the vanishing void does 3d8
                        L7 Gravitational Force: cover your weapons and fists in gravity giving attacks an extra power boost (L7 +1d6, L10 +2d8, L15 +3d8)
                       L12 meteor mayhem: rold a 1d6 and send that many meteors at them each meteor is 12 damage
                       L15  Big Bag:1 punch that can make anything 20d8 once per longrest 
                       L17 Void Ball: sending this at someone will get rid of their ac until your next turn 
                       L19 Cosmic body: anything that hits you is absorbed for three turns on the fourth turn you take all that damage and hit it right back at 1 target
                       L20 Black Hole: take half of the targets ac away permanently 



14 Blood W: fire,shadow,earth S: ice,death,ghost

                     L1 Blood Manipulation: Controls the blood inside of you to make structures 
                     L3 Blood Ionization: Make weapons as strong as steel (all weapons are a 2d dice)
                     L5 Blood Sacrifice: sacrifice half your health for an automatic 20 on your next 3 roll once per long rest
                     L7 Blood Parasite: You make a parasite that will take 5 health off of a target for 4 rounds
                    L12 Carnage Stage 1: In your blind rage you do not need to brake ac but have a chance of hitting your party members, you get a +7 to all roll and ac for three turns
                    L15 Bloodshot: Send a small parasite shot of blood into someone 10d4\
                    L17 Red Iron: make a shield out of the iron in your blood +5 ac
                    L19 Blood Temple: A tower of blood that boost your rolls 25 bodys needed
                    L20 Carnage Stage 2: You make death itself fear you
Age. {{{age}}}
Alignment. {{{alignment}}}
Size. Speed.

Languages. {{{languages}}}

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a <race name> 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
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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