Variant Rules (Quazeris)
From D&D Wiki
Among the 8 elements of Quazeris, every inhabitant is known to possess an “Affinity” for a specific element. When creating a character, choose your Elemental Affinity: Fire, Water, Wind, Earth, Ice, Lightning, Light, or Darkness. When you select an affinity, the Elemental Weakness and Element Absorb sub-features, as well as gaining the ability to naturally cast a cantrip of the same functionality as Fire Bolt, matching your affinity element. Charisma is your spellcasting ability for this cantrip.
- Elemental Weakness: Depending on your affinity, you will gain vulnerability to a specific other element. The weaknesses listed are: Fire - Water. Water - Wind. Wind- Lightning. Earth - Water. Ice - Fire. Lightning - Earth. Light - Darkness. Darkness - Light.
- Element Absorb: When subjected to damage matching your affinity, rather than being treated as immune, whatever damage you would have taken is converted into restoring your hit points equal to the damage that would have been dealt.
The 8 Elemental Magics
On Quazeris, magic functions differently from most other worlds, primarily divided into 8 elements: Fire, Water, Wind, Earth, Ice, Lightning, Light, and Darkness. The damage types of spells under this rule are altered to match these 8 elements. Bludgeoning damage from spells or magic weapons cam be treated as “Water” or “Earth” damage, depending on the source of the damage. Slashing damage from these sources can be treated as Wind damage, Cold is referred to as Ice, Radiant is referred to as Light, and Necrotic is referred to as Dark.
- Immunity, Resistance, and Vulnerability to Water, Wind, and Earth damage is determined by the DM under this rule’s usage.