Elementals

Elementals are creatures born in the demi planes of the World Forge, the most commonly called "Elemental planes". They are most commonly summoned by mages or other spellcasters as an aid in battle. These summoned elementals are usually non-sentient and blindly follow their summoner's orders, turning rampant if the summoner's concentration is broken. There are five types of elementals: Fire, Earth, Water, Air, and Arcane. Arcane elementals are an exception to the remaining kinds, as their existence is brought forth not from the elemental planes but from the numen residing inside very powerful spellcasters, such as Sapphire dragons.

Despite most elementals being mindless servants some are known to be able to acquire sentience, by developing a sentient core which implies it to gain a more settle shape such as a more human-like appearance, these elementals are rare and extremely powerful only being able to be summoned through powerful magic. In order to summon one of these elementals, one has to have a powerful desire which is imprinted on the summoned elemental, profoundly impacting its personality. After being summoned the elemental is bound by a pact to its summoner until they are released or the pact is complete.

These types of elementals are a very rare sight, if you wish to play one talk to your DM and take careful consideration of the reasons behind your character's existence. Why were you summoned? Were you released from your pact or are you still bound by it? What are your ambitions and goals and how do they align with your elemental nature?

**Ability Score Increase**

Elementals Gain +2 to Constitution

**Age**

Elementals don't age however the magic that binds them to the material plane weakens over time, when the magic fades they return to the elemental planes. On average elementals are bound to the material plane for 300 years.

**Size**

Elementals vary in size their humanoid shape is mostly built like humans, standing between 150cm and 180cm, with some exceptions. Your size is Medium.

**Speed**

Your base walking speed is 30ft.

**Languages**

You can speak, read, and write Common and Primordial.

**Names**

Elementals usually name themselves in Primordial, after their own element or an aspect of it.

Examples include:  Umbrus, Cerulea, Sonis, Purpu, Cyclos, Incendius, Amaranthinos, Rane, Genos, Kindle

**Racial abilities**

* **Elemental Body**: You do not need to eat, sleep or breathe, but cannot survive in a vacuum. Instead of eating you must absorb material corresponding to your element equal to at least a tenth of your size, rounded down, every day, or suffer of Exhaustion as if you were starving

## Sub-Races

### Fire

Fire elementals are hot to the touch as if they were burning inside, this impression is reinforced by flaming red, coal-black, or ash-gray skin tones. Most fire elementals' have flames dancing on their heads instead of hair. Their voices might sound like crackling flames, and their eyes flare when angered. They are accompanied by the faint scent of brimstone.

* **Ability score increase:** Your intelligence score increases by 1.
* **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. Your ties to the Elemental Plane of Fire make your dark vision unusual: everything you see in darkness is in a shade of red.
* **Fire Immunity:** You are immune to fire damage
* **Cold Vulnerability:** You are vulnerable to cold damage
* **Fiery soul:** 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

### Water

Water elementals look perpetually wet, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water elemental hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale songs or trickling streams.

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Acid Immunity:** You have immunity to acid damage
* **Lighting Vulnerability:** You are vulnerable to lightning damage
* **Swim:** You have a swimming speed of 30 feet.
* **Water spirit:** 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.

### Earth

Earth elementals are the most varied of all elemental types some always have bits of dust falling from their bodies, while others are as shiny and polished as gemstones, with skin tones of deep brown or black and eyes sparkling like agates. Earth elementals can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

* **Ability Score Increase:** Your Strength score increases by 1.
* **Unbound:** You can move across difficult terrain made of earth or stone without expending extra movement.
* **Piercing damage resistance:** you gain resistance to piercing damage from nonmagical attacks.
* **Stonekin:** You know the mold earth cantrip. You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

### **Air**

Air elementals typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air elementals speak with breathy voices, marked by a faint echo.

* **Ability Score Increase.** Your Dexterity score increases by 1.
* **Light like a feather:** You can cast the spell Feather Fall at will without expending spell slots, the spell can only affect yourself and no other creatures while cast with this trait.
* **Windborn:** You know the Gust cantrip. When you reach 3rd level you can cast the spell Gust of Wind 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.