Primalkin in Eashavar | World Anvil

Primalkin

Primalkin

The Primalkin are those who have been touched by the planar energies of the Elemental Planes, either by having an ancestor from such a plane, by the introduction of arcana into their bloodline, or by some metamorphosis early in their life. Primalkin are often proud of their heritage, though they still face many of the stigmas that others who've had their bloodline influenced face in society.  

General Information

Rarity: Uncommon. (You may play this race only after consulting with the DM. There may be limits on the number of players able to play this race in a single party.)   Physical Description: Primalkin have wide variance in their appearances, as they can come from any race, though they tend to stem from mortals. The vast majority stem from Elves or Humans specifically, because these are the people historically most likely to have contact - and thus relations - with those of planes beyond the Material. In general, the skin of Primalkin is colored similarly to their associated element, and they tend to have certain features which correlate to that element; i.e., Waterchildren might have hair that flows like water, while Breezechildren might have a breeze-like aura perpetually about them. The weights of the Primalkin also tend to tie in to their associated element, with Stonechildren tending to be heavier and Breezechildren tending to be lightest.   Family Structure: The families of Primalkin tend to be mixed-raced by their very nature; as a result, they can be ephemeral, since their parents typically comfortably inhabit different planes. Primalkin themselves are most comfortable in the Material Plane, and thus the planar parent is typically the one estranged from them. Despite this, beings from other planes are typically fascinated by the affairs of those in other realms, and they will often take time to visit their children for short periods when their lives and abilities permit them.   Primalkin who descend from Primalkin parents (i.e., second-generation products of Elemental relations) typically inherit the familial norms of the cultures they exist in, rather than having any significant ties to the Elemental Planes.   Attitude Toward Society: A Primalkin's attitudes are somewhat influenced by the kind of Primalkin which they are. For example, a Flamechild tends to be a hot-headed adrenaline-seeker, while a Waterchild much prefers calm and serenity. This rubs off on their place in society: Breeze- and Flamechildren tend towards more anarchic leanings, always questioning and revolting against the status quo, while Stone- and Waterchildren much prefer not to cause any trouble and to keep the peace.   Attitude Toward Gender: Much like their split in social attitudes, Primalkin experience a split in attitudes towards gender. Stonechildren tend to be the most amicable to filling their society's standard gender roles, while Waterchildren typically tend to view them with complete neutrality - however others perceive them is fine, but they're not striving to fill any shoes. Breezechildren usually feel similarly, though they also have a tendency to drastically change their presentation, finding it amusing to confuse and perform; Flamechildren, lastly, tend to prefer their continued revolt again social norms, and try to defy expectations to the extreme.   Attitude Toward Relationships: When it comes to relationships, the social norms of the society a Primalkin is raised tend to dominate. Because of their rarity, usual demeanor, and typically-wild appearance, many rumors swirl around society about the promiscuity of Flame- and Breezechildren, while Water- and Stonechildren carry a more reserved reputation. To some extent, this is true, as the natural tendencies delineated in the other attitudes categories still have an influence here, though it's a realm where they rarely surface in extremes strong enough to counter one's environmental factors.  

Race (5e)

Primalkin (5e)

ability score increase: +1 Constitution
age: Primalkin mature by the age of 15, and can live up to 90 years old.
Size: Medium
speed: 30 ft.
Languages:
race features:

Breezechild

A Breezechild has ancestry tied to the Plane of Air, and demonstrates physical characteristics of the element. They do not need air in order to breathe so long as they are conscious, and they can manipulate clouds and wind gusts to their benefit. Your character has the following traits in addition to the Primalkin traits.   Unending Breath: You can hold your breath indefinitely while you’re not incapacitated.   Cloud Dance: You can manipulate the air around you to create updrafts and condensed clouds. These can lift or hold an object or person of at most Tiny size, and at most 20 pounds, so long as they are within 60 feet of you. Additionally, you may cast feather fall or levitate once between long rests, with Constitution as your spellcasting ability.  

Stonechild

A Stonechild has ancestry tied to the Plane of Earth, and demonstrates physical characteristics of the element. They are at home among stones and may even commune with them to learn their past histories. Your character has the following traits in addition to the Primalkin traits.   Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.   Wisdom of the Stones: You may commune with the rocks of the land, and understand the wisdom that such ancient monuments of nature hold. You gain advantage on any checks to track a target by investigating dirt or stone. You also gain the ability to meld into stone, as per the spell, once between long rests, with Constitution as your spellcasting ability.  

Flamechild

A Flamechild has ancestry tied to the Plane of Fire, and demonstrates physical characteristics of the element. They are resistant to heat and may command the powers of flame to a minimal extent. Your character has the following traits in addition to the Primalkin traits.   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 can't discern color in darkness, only shades of gray.   Fireborne: You have resistance to fire damage.   Reach to the Blaze: The flicker of flames makes you feel at home, and you have advantage on all Perception checks while in the vicinity of a strong flame, such as a campfire. In addition, you know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands 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.  

Waterchild

A Waterchild has ancestry tied to the Plane of Water, and demonstrates physical characteristics of the element. They also possess innate powers relating to water, including the ability to breathe within it. Your character has the following traits in addition to the Primalkin traits.   Amphibious: You can breathe air and water. Additionally, you have a swimming speed of 30 feet.   Call to the Wave: Water is the greatest comfort to you - whether it be the tumult of the ocean or the calm of a lake. You lose Stress when you spend time in places of natural water. In addition, you know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
 

Versatile Heritage (PF2e)

Breezechild

Versatile Heritage
Elemental air has infiltrated your family's bloodline. You gain the Primalkin and Breezechild traits, in addition to the traits from your ancestry. You also gain Drift, allowing you to take no damage from falling, no matter what distance you fall, so long as you can act. You can choose from Breezechild feats and feats from your ancestry whenever you gain an ancestry feat.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Elemental LorePrimalkin1-You've devoted yourself to learning more about your people.
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You've devoted yourself to learning more about your people. You gain the trained proficiency in Arcana and Nature. If you would automatically become trained in these skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Primalkin Lore.
SwiftBreezechild1-You move with the wind always at your back.
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You move with the wind always at your back. Your Speed increases by 5 feet. Special: the Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).
Wind-TemperedBreezechild1-You are at home in tempestuous weather and accustomed to even the harshest winds.
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You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against air and electricity effects. If you roll a success on a save against an air effect, you get a critical success instead.
Cloud GazerBreezechild5-Your connection to air allows you to see through obscuring mists.
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Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be concealed that you don't need to succeed at a flat check to target creatures benefiting from such concealment.
Slip with the BreezeBreezechild5expert in AthleticsYou create gusts of wind when you jump, allowing you to carry yourself across greater distances.
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You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the Quick Jump and Powerful Leap skill feats as bonus feats.
Gale MagicBreezechild9-The magic of djinn runs through your blood.
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The magic of djinn runs through your blood. You can cast gust of wind and invisibility once per day each as 2nd-level arcane innate spells.
Inner BreathBreezechild9-Your body is capable of recycling its own air.
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Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air.
Walk Upon CloudsBreezechild, Morph, Primal, Transmutation9-You are capable of walking upon clouds and mists by channeling the winds.
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You are capable of walking upon clouds and mists by channeling the winds. For 10 minutes once per day, you may gain a fly Speed equal to your land Speed.

Flamechild

Versatile Heritage
You bear the influence of fire in your bloodline. You gain the Primalkin and Flamechild traits, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from Flamechild feats and feats from your ancestry whenever you gain an ancestry feat.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitDetails
BrightsoulFlamechild1-The fire inside you asserts itself as beaming, radiant light.
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The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions.
Elemental LorePrimalkin1-You've devoted yourself to learning more about your people.
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You've devoted yourself to learning more about your people. You gain the trained proficiency in Arcana and Nature. If you would automatically become trained in these skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Primalkin Lore.
Ember EyesFlamechild1-Your eyes blaze with inner flame.
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Your eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
Inner FireFlamechild1-You can call the fire inside you into the palm of your hand.
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You can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
FiresightFlamechild5-You can see through the haze of flame.
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You can see through the haze of flame. You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by smoke and fire.
HeatwaveFlamechild5-You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.
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Once per 10 minutes, when an effect would deal fire damage to you even if you resist all the damage, you harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.
Charred RemainsFlamechild9-Your next fire spell leaves embers in its wake.
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Once per day, your next fire spell leaves embers in its wake. If your next action is to Cast a Spell with an area and the fire trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through.
Scorching DisarmFlamechild, Fire9-You make a weapon unbearable to hold.
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Once per day, you make a weapon unbearable to hold. Attempt an Athletics check to Disarm a target creature. You don't need to have a hand free to make this Disarm attempt. If the Disarm attempt succeeds, the target takes 4d6 fire damage unless it drops the weapon, and on a critical success, it takes 4d6 fire damage and drops the weapon. If you're legendary in Athletics, this increases to 8d6 fire damage.

Stonechild

Versatile Heritage
The influence of elemental Earth has permeated throughout your family's bloodline. You gain the Primalkin and Stonechild traits, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from Stonechild feats and feats from your ancestry whenever you gain an ancestry feat.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Elemental LorePrimalkin1-You've devoted yourself to learning more about your people.
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You've devoted yourself to learning more about your people. You gain the trained proficiency in Arcana and Nature. If you would automatically become trained in these skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Primalkin Lore.
Elemental TradeStonechild1-You have a strong connection with stone and metal.
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You have a strong connection with stone and metal. You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Specialty Crafting skill feat for both Stonemasonry and Blacksmithing.
GemsoulStonechild1-The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold.
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The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Impressive Performance skill feat.
Steady On StoneStonechild1-Your connection to the earth makes natural uneven surfaces less of a hindrance for you.
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Your connection to the earth makes natural uneven surfaces less of a hindrance for you. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone and earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Fortify ShieldStonechild5Shield BlockYou reinforce your shield with a rocky outgrowth of metal and stone.
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Once per day, you reinforce your shield with a rocky outgrowth of metal and stone. You Raise your Shield. If you use the Shield Block reaction before your next turn, add your character level to your shield's Hardness when determining how much damage is blocked.
Treacherous EarthStonechild5-You have the power to shatter the earth into a shape of your devising.
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You have the power to shatter the earth into a shape of your devising. Once every 10 minutes, you can crack the ground beneath you, creating difficult terrain in a 5-foot burst centered on one corner of your space.
EarthsenseStonechild9-Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble.
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Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble. You gain tremorsense as an imprecise sense with a range of 30 feet.
RockfleshStonechild13-When in danger, you can harden the stone in your skin into armor.
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When in danger, you can harden the stone in your skin into armor. You can cast stoneskin on yourself only, 3 times per day as a 4th-level arcane innate spell.

Waterchild

Versatile Heritage
Elemental water is present in your bloodline. You gain the Primalkin and Waterchild traits, in addition to the traits from your ancestry. You gain a swim Speed of 10 and the amphibious trait, allowing you to breathe both water and air. You can choose from Waterchild feats and feats from your ancestry whenever you gain an ancestry feat.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitDetails
Aquatic EyesWaterchild1-As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean.
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As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
Elemental LorePrimalkin1-You've devoted yourself to learning more about your people.
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You've devoted yourself to learning more about your people. You gain the trained proficiency in Arcana and Nature. If you would automatically become trained in these skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Primalkin Lore.
RimesoulWaterchild1-The watery blood inside you is cold and frozen, like sheets of ice and frigid glaciers.
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The watery blood inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Springtide RestWaterchild1-When exposed to natural water, you experience much better rest.
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When exposed to natural water, you experience much better rest. As long as you rest at a body of water, you gain the effects of the Fast Recovery general feat and you can go 20 hours without resting before becoming fatigued.
Tide-HardenedWaterchild1-You're at home in the unpredictable tides.
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You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against cold and water effects. If you roll a success on a save against a cold or water effect, you get a critical success instead.
Fluid ContortionistWaterchild5-You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze.
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You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze. When you roll a critical failure on a check to Squeeze, you get a failure instead, and when you roll a success, you get a critical success instead.
Sea SwimmerWaterchild9-Your swim Speed increases to match your land Speed.
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Your swim Speed increases to match your land Speed.
Translucent SkinWaterchild13-Your body is translucent while underwater.
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Your body is translucent while underwater. Whenever you are fully submerged in water, you can Hide from other creatures even if you don't have cover against them and aren't concealed from them.
You Might...
  • Relate your identity with the element your heritage corresponds to.
  • Seek out environments which correspond to your elemental heritage.
  • Take pride in your elemental heritage, viewing it as a blessing and point of fascination rather than a flaw.
  Others Probably...
  • Rely on you for your elemental abilities and expertise.
  • Make assumptions about your personality based on your elemental heritage.
  • Overestimate your mastery over magic.
stonechild