Altvolk - Elementarkin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mannakhatun - Homebrew

Altvolk - Elementarkin

"Altvolk" bezeichnen die übrigen Bewohner Mannakhatuns die Abkömmlinge der Titanen. Der Sage nach entstanden sie vor Anbeginn der Zeit und kämpften auf der Seite der Titanen im Kampf gegen die Götter. Einzelne vom Altvolk berichten von unregelmäßigen Visionen, die unbekannten Ursprungs und oftmals kryptischer Natur sind. Gelehrte halten diese für Erinnerungsfetzen aus der Vergangenheit und führen sie auf Überbleibsel des Krieg der Unsterblichen zurück. Aufgrund ihrer angeblichen Rolle während dieser Zeit werden sie bis heute von Anhängern der Götter geächtet und in seltenen Fällen auch attackiert.
Elementarkin sind die Nachfahren des Elementartitans Thuellar, dessen chaotische Kräfte auch noch viele Generationen später sichtliche Spuren hinterließen. Sie haben je nach Ausprägung sehr unterschiedliche Persönlichkeiten, Vorlieben und Abneigungen, und finden sich überall auf der Welt. Im Unterschied zu den Titankin werden diese Ausprägungen nicht nur vererbt, sondern entstehen auch immer wieder aus dem scheinbaren Nichts. Elementarkin sind äußerlich sehr verschieden, doch eindeutig als solche erkennbar. Sie haben immer verschiedenfarbige Augen sowie weitere körperliche Eigenheiten.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: comparable aging to humans, live up to 100 years
alignment: usually chaotic
Size: Medium
speed: 30 ft.
Languages: Common, Primordial
race features:
Elemental Heritage. The 4 elements of the Titan Thuellar left their mark on you. When creating an Elementarkin, choose one of each Prime Influences, Soul Influences, Core Influences and Hidden Influences. You can select every Elemental Source just once.
Prime Influences.
- Heart of Fire (Elemental Source: Fire). You have a literal burning heart in your chest cavity and are able to feel the heartbeats of beings near you. You are adept at perceiving a lie, gaining advantage on Insight checks made to discern whether someone is lying. You can also tell whether a creature within 60 feet of you is an undead or construct, sensing their missing pulse.
- Wingspan (Elemental Source: Nature). Your left or right arm is replaced with a feathery wing. Your jump distance is tripled. You can also harmlessly pluck two special feathers from your wing. When using such a feather and a quill to draw or write something down, the other feather automatically inscribes the nearest surface with an exact copy of your writing/drawing, no matter the distance. This does not work when the feathers are on different planes. Whenever you pluck new feathers this way, any old feathers lose their special property.
- Watery Appendix (Elemental Source: Water). One of your arms or legs is made of water. It has a reach of 10 feet, and it can lift a number of pounds equal to two times your Strength Score. You can use it to do simple tasks, such as lift, drop, hold, push or pull objects, open or close doors or containers, and comparable tasks. You can move it through a space as narrow as 1 inch wide without squeezing.
- Head in the Clouds (Elemental Source: Air). Instead of growing hair, your head is surrounded by a foggy cloud. As an action, you can change your heads appearance. You determine the specifics of the changes, including your coloration, hair length, facial features and headwear. You can also use this ability to create camouflage for your head, making it invisible as long as you don't move.

Soul Influences.
- Scorch Earth (Elemental Source: Fire). When you take the Attack action on your turn, you can replace one of your attacks with a hurl of burning rocks towards a point on the ground within 60 feet of you, creating a 10-by-10-foot burned spot for one minute. A creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, it takes 2d6 fire damage, or half of that on a successful save. This damage increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level. Once you use your Scorch Earth, you can't do so again until you finish a long rest.
- Mushroom Cloud (Elemental Source: Nature). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical mushroom spores in a 15-foot-cone. Each creature must succeed on a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be affected. An affected target can't take reactions and must roll on the Confusion spell-table at the start of its next turn to determine its behavior for that turn. Once you use your Mushroom Cloud, you can't do so again until you finish a long rest.
- Bubble Bind (Elemental Source: Water). When you take the Attack action on your turn you can forgo one of your attacks to focus the moisture of your surroundings on one spot, summoning a bubble of water at a point within 30 feet of you. Every creature of your choice within 5 feet of that point must succeed on a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be restrained until the start of your next turn. Huge or larger creatures automatically succeed on this saving throw. A restrained target can repeat the saving throw at the start of its turn. Once you use your Bubble Bind, you can't do so again until you finish a long rest.
- Forked Lightning (Elemental Source: Air). When you take the Attack action on your turn, you can replace one of your attacks with a burst of elemental energy towards one creature within 15 feet of you, or two creatures within range that are within 5 feet of each other. Each target creature must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, it takes 1d8 lightning damage, and, if its Large or smaller, is pushed up to 15 feet away. On a successful save, it takes half damage instead and isn't pushed away. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Once you use your Forked Lightning, you can't do so again until you finish a long rest.

Core Influences.
- Forged (Elemental Source: Fire). You have resistance to fire damage.
- Grown (Elemental Source: Nature). You have resistance to poison damage.
- Shaped (Elemental Source: Water). You have resistance to acid damage.
- Breathed (Elemental Source: Air). You have resistance to lightning damage.

Hidden Influences.
- Spark (Elemental Source: Fire). You know the Control Flames cantrip.
- Leaf (Elemental Source: Nature). You know the Druidcraft cantrip.
- Tear (Elemental Source: Water).
You know the Shape Water cantrip.
- Breeze (Elemental Source: Air).
You know the Gust cantrip.

Created by

SamT.

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