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Elementir

Age, as a construct you do not age.   Size, the Elementir were designed to resemble humans they average between 5-6ft. Your size is medium.   Speed, your walking speed is 30ft.   Constructed Nature, you were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • You are a Construct instead of Humanoid.
  Languages, you can speak, read and write Common and one other language of your choice  

Subraces

 

Fire

Whether it be in the army, as personal guards or as gladiators Fire Elementir were designed for combat. And their design reflects that.   Fires of War, you know the Firebolt and Produce Flames cantrips. Charisma is your spell casting ability for these spells.   Tools of the Trade, you gain proficiency in one simple or martial weapon.   Integrated Weapon, you may replace one of your hands with a simple or martial melee weapon that you have proficiency with and that does not have the heavy or two handed property. You can spend a short rest to change or remove the weapon. Whilst the weapon is equipped you cannot be disarmed and it deals an extra 1d4 fire damage on hit.  

Water

Found on the battlefield or just in the court of powerful families Water Elementir were created as medics. And their design reflects that.   Kinder Tides, you know the Mending and Shape Water cantrips.   Tools of the Trade, you have proficiency in the medicine skill.   Healing Waters, If you are within 30ft of at least 4 pints water you can use an action to heal an ally within that range. You heal the target for 1d8 of damage increasing by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can do this a number of times equal to your proficiency bonus recharging all uses on a short or long rest.  

Earth

Created to function as construction workers.   Built to From, you know the Mold Earth and Resistance cantrips.   Tools of the Trade, you have proficiency in STR saving throws.   Lift with your Back, you are able to wield weapons with the two-handed property in one hand however, you are only able to wield it in you primary hand. For weapons with the versatile property you take the higher damage.  

Air

Air Elementir were created as personal assistants to the wealthiest   Favorable Winds, you know the Gust and Mage Hand cantrips.   Tools of the Trade, you gain proficiency in one charisma based skill.   Eye of the Storm, you naturally levitate a few inches of the ground. You have advantage on any save against falling prone. Additionally, once per short or long rest as an action you may pick a number of objects equal to your charisma modifier (min of 1) that weigh no more then 10 pounds and levitate them into the air. They remain levitating for 1 minute or until you dismiss them as a free action or fall unconscious. On your subsequent turns to pick a target you can within 60ft and fire one of the objects at them. They must make a DEX save (Dc = 8 + Proficiency Bonus + Charisma Modifier) or take 2d6 magical bludgeoning damage.

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