The non-mutant in Kerthania | World Anvil
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The non-mutant

The non-mutant, aka generic races.

  Where mutants gain new abilities besides their base race, non-mutants gain a single magical ability. As a prerequisite of this ability, the creature/race needs to be intelligent enough to be considered sentient.   This ability is called Control Element. A generic race gains the ability to control a number of spheres consisting a single prime element. One could control a few spheres of water, using a bonus action to move one around. They can be used as a shield, a weapon or as a means of transportation for their teammembers. The user cannot ride on it themselves.   The size of the sphere is always one size smaller than the user's standard size, and the user has an amount of spheres equal to their proficiency modifier. One sphere can be moved with a bonus action, up to the user's standard movement speed. (Sorry monks) Spheres cannot be created if there isn't enough of the element present. Creating a sphere costs an action.   Depending on the element, the damage done by the sphere upon contact differs and needs to be discussed with the DM.   Elements allowed:
  • Fire
  • Water
  • Ice
  • Any solid element like metal or rock
  • Electricity
  • Wind (The spheres will have the shape of tornadoes)

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