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Friendship forms, romance blooms, and sometimes Gnome Cunning. You have advantage on all children result. These children are genasi: individuals Intelligence, Wisdom, and Charisma saving throws with ties to two worlds, yet belonging to neither. Some against magic. You have advantage on Dexterity genasi as parents, and a rare few have a genie further stealth checks to hide in rocky terrain.

Gnomish, and Undercommon. The svirfneblin dialect Occasionally, genasi result from exposure to a surge is more guttural than surface Gnomish, and most of elemental power, through phenomena such as an svirfneblin know only a little bit of Common, but those eruption from the Inner Planes or a planar convergence.

They resemble humans but have unusual skin access to the following special feat. The elemental blood flowing through Svirfneblin Magic their veins manifests differently in each genasi, often as Prerequisite: Gnome deep gnome magical power. You have inherited the innate spellcasting ability of your Seen in silhouette, a genasi can usually pass for ancestors. This ability allows you to cast nondetection human. Those of earth or water descent tend to be on yourself at will, without needing a material heavier, while those of air or fire tend to be lighter.

A component. You regain the ability to cast these frame and thick hair from a dwarf, small hands and spells when you finish a long rest. Genasi almost never have contact with their elemental Deep Gnomes in the Forgotten Realms parents.

Genies seldom have interest in their mortal In the Forgotten Realms, deep gnomes live within a perilous, offspring, seeing them as accidents. Many feel nothing subterranean world known as the Underdark. This maze of for their genasi children at all. Because of this, the svirfneblin that Some genasi live as outcasts, driven into exile for their dwell here are much more distrusting and wary than their unsettling appearance and strange magic, or assuming kin on other worlds.

Rarely do they allow strangers within leadership of savage humanoids and weird cults in their midst, and those that they must deal with are kept untamed lands. Others gain positions of great influence, at arms length. If one is lucky enough to be trusted by the especially where elemental beings are revered.

A few deep gnomes, they are a friend for life. For the svirfneblin genasi leave the Material Plane to find refuge in the of the Underdark, genuine trust is a commodity far more households of their genie parents.

People there tend to be less accepting Genasi rarely lack confidence, seeing themselves of differences. Sometimes a cold shoulder and a as equal to almost any challenge in their path. This suspicious glare are the best genasi can hope for; in certainty might manifest as graceful self-assurance more backward places, they face ostracism and even in one genasi and as arrogance in another. Such self- violence from people who mistake them for fiends. When those rulers were overthrown, their Genasi Lands planetouched children were scattered.

Over thousands As rare beings, genasi might go their entire lives of years, the bloodlines of those genasi have spread without encountering another one of their kind. There into other lands. Though far from common, air and fire are no great genasi cities or empires.

The the Sword Coast, and into the Western Heartlands to more strange their appearance, the harder time they the east. Some remain in their ancient homeland.

Many genasi lose themselves in teeming cities, In contrast, water and earth genasi have no common where their distinctiveness hardly raises an eyebrow in history. Individuals have difficulty tracing their own places accustomed to a variety of different people. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal Genasi on Athas areas, the largest concentration of them hailing from the Although any world that includes one or more elemental regions surrounding the Sea of Fallen Stars.

There, genies and elemental power, genasi are viewed as seers, prophets, spellcasters enter into bargains, and genasi can result and chosen ones. The birth of a genasi, whether a slave, from such pacts. Those genasi have been sources of a noble, or a member of a desert tribe, is an auspicious great weal and woe in the history of that land. Most Athasians believe a given genasi is destined for greatness—or infamy. As make some backgrounds more suitable than others. They can be flamboyant, and are keen rarely last long.

They rarely stay in one place for long, Air genasi typically have light blue skin, hair, and eyes. Fitting backgrounds include the hair and stirring the clothing. Some air genasi charlatan, entertainer, and noble.

A few Earth genasi are more withdrawn, and their connection to display odd patterns in their flesh or grow crystals from the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural Ability Score Increase. Your Dexterity score soldiers, though, and with their stoic demeanor, they can increases by 1. Many earth Unending Breath. When they emerge from their caves, they might Mingle with the Wind.

You can cast the levitate spell roam the hills and mountains or lay claim to old ruins. Appropriate backgrounds for earth genasi include hermit, once with this trait, requiring no material components, outlander, and soldier. Constitution is your spellcasting fiery tempers. Like their air genasi cousins, they sometimes ability for this spell.

But they also want others to share their high opinion of themselves, Earth Genasi so they constantly seek to enhance their reputations. You hero, and noble. You tend or around sea vessels. They make excellent mariners and to avoid rash decisions, pausing long enough to consider fishers.

Like earth genasi, though, water genasi prefer quiet your options before taking action. They go where they want, do what they want, and rarely feel bound Elemental earth manifests differently from one to anything. Good backgrounds for water genasi include individual to the next. Some earth genasi always have hermit and sailor. Others are as shiny and polished as Genasi Names gemstones, with skin tones of deep brown or black, eyes sparkling like agates.

Earth genasi can also have Genasi use the naming conventions of the people among smooth metallic flesh, dull iron skin spotted with rust, whom they were raised. They might later assume a pebbled and rough hide, or even a coating of tiny distinctive names to capture their heritage, such as embedded crystals. The most arresting have fissures in Flame, Ember, Wave, or Onyx.

Your Strength score Genasi Traits increases by 1. Your genasi character has certain characteristics in Earth Walk. You can move across difficult common with all other genasi. Your Constitution score extra movement. Merge with Stone. You can cast the pass without Age. Genasi mature at about the same rate as humans trace spell once with this trait, requiring no material and reach adulthood in their late teens. They live components, and you regain the ability to cast it this somewhat longer than humans do, up to years.

Constitution is your Alignment. Independent and self-reliant, genasi tend spellcasting ability for this spell. Genasi are as varied as their mortal parents Fire Genasi but are generally built like humans, standing anywhere As a fire genasi, you have inherited the volatile mood from 5 feet to over 6 feet tall.

You tend toward impatience Speed. Your base walking speed is 30 feet. Rather than hide your Languages. You can speak, read, and write Common distinctive appearance, you exult in it. Primordial is a guttural language, filled Nearly all fire genasi are feverishly hot as if burning with harsh syllables and hard consonants.

Four major subraces of genasi are found black, or ash-gray skin tones. Choose one of these subraces. Your Intelligence score Goliaths thus place a premium on self-sufficiency and increases by 1. They have a compulsion to keep score, Darkvision. You can see in dim light within 60 feet of counting their deeds and tallying their accomplishments you as if it were bright light, and in darkness as if it were to compare to others.

Goliaths love to win, but they see dim light. Your ties to the Elemental Plane of Fire make defeat as a prod to improve their skills. Goliaths are ferocious competitors, but above all else Fire Resistance.

You have resistance to fire damage. If a goliath Reach to the Blaze. You know the produce flame slays a dragon, he or she might seek out a larger, more cantrip. Once you reach 3rd level, you can cast the powerful wyrm to battle. Few goliath adventurers reach burning hands spell once with this trait as a 1st-level old age, as most die attempting to surpass their past spell, and you regain the ability to cast it this way when accomplishments.

Constitution is your spellcasting ability for these spells. Fair Play For goliaths, competition exists only when it is Water Genasi supported by a level playing field. Competition measures The lapping of waves, the spray of sea foam on the wind, talent, dedication, and effort. Those factors determine the ocean depths—all of these things call to your heart. Goliaths happily rely on such Most water genasi look as if they just finished bathing, benefits, but they are careful to remember that such with beads of moisture collecting on their skin and hair.

A goliath who relies They smell of fresh rain and clean water. Blue or green too much on them can grow complacent, a recipe for skin is common, and most have somewhat overlarge disaster in the mountains. Some interact with other folk. The relationship between have voices with undertones reminiscent of whale song peasants and nobles puzzles goliaths.

If a king lacks the or trickling streams. Your Wisdom score talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and Acid Resistance. You have resistance to acid damage. You can breathe air and water. You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip see chapter 2.

A lone goliath has little chance of this way when you finish a long rest. Constitution is your survival, especially an older or weaker one. Goliaths spellcasting ability for these spells.

A permanently injured goliath is still expected to pull At the highest mountain peaks—far above the slopes his or her weight in the tribe. Typically, such a goliath where trees grow and where the air is thin and the frigid dies attempting to keep up, or the goliath slips away in winds howl—dwell the reclusive goliaths.

Few folk can the night to seek the cold will of fate. Goliaths wander a bleak realm feeds into the grim inevitability of their decline and of rock, wind, and cold. Their bodies look as if they death. A goliath would much rather die in battle, at the are carved from mountain stone and give them great peak of strength and skill, than endure the slow decay of physical power. Their spirits take after the wandering old age. Few folk have ever meet an elderly goliath, and wind, making them nomads who wander from peak even those goliaths who have left their people grapple to peak.

Their hearts are infused with the cold regard with the urge to give up their lives as their physical of their frigid realm, leaving each goliath with the skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- Driven Competitors term leaders. They hope for innate wisdom in their Every day brings a new challenge to a goliath.

Food, leadership, for they can rarely count on a wisdom water, and shelter are rare in the uppermost mountain grown with age. You count as one size larger when assigned by the tribal chief, and a family or clan name. A determining your carrying capacity and the weight you birth name is up to three syllables long. Clan names are can push, drag, or lift. Mountain Born. Goliaths see including elevations above 20, feet.

To a goliath, the person who is best Languages. You can speak, read, and write at a job should be the one tasked with doing it. Common and Giant. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name.

In casual conversation, they use their nickname. Your Strength score increases by 2, and your Constitution score increases by 1. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality. Goliaths are between 7 and 8 feet tall and weigh between and pounds.

Natural Athlete. You have proficiency in the Athletics skill. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d The spells provide various Earthbind transmutation ways to harness the power of the Skywrite transmutation, ritual four elements. Warding wind evocation Your DM determines whether these spells are available at character creation, 3rd Level whether they are discovered in a treasure trove, or whether you stumble upon them in an ancient Erupting earth transmutation library or other storehouse of magical knowledge.

Flame arrows transmutation Tidal wave conjuration Spell Lists Wall of water evocation The following spell lists show which of the new spells 4th Level are for a class. If a spell can be cast Watery sphere conjuration as a ritual, the ritual tag also appears within the parentheses. For example, if your druid is from a coastal region, the druid might have access only to the 1st Level new water-themed spells. Until the spell ends, the link is active while you and the beast are The spells are presented in alphabetical order.

While the link is active, Casting Time: 1 action the beast gains advantage on attack rolls against any Range: feet creature within 5 feet of you that you can see. Components: V, S, M a bit of sponge Duration: Instantaneous Bones of the Earth 6th-level transmutation You draw the moisture from every creature in a foot cube centered on a point you choose within range.

Each Casting Time: 1 action creature in that area must make a Constitution saving Range: feet throw. A creature takes 10d8 necrotic You cause up to six pillars of stone to burst from places damage on a failed save, or half as much damage on a on the ground that you can see within range.

Each pillar successful one. The ground where a pillar appears must Absorb Elements be wide enough for its diameter, and you can target 1st-level abjuration ground under a creature if that creature is Medium or Casting Time: 1 reaction, which you take when you take smaller. Each pillar has AC 5 and 30 hit points. When acid, cold, fire, lightning, or thunder damage reduced to 0 hit points, a pillar crumbles into rubble, Range: Self which creates an area of difficult terrain with a foot Components: S radius.

The rubble lasts until cleared. Duration: 1 round If a pillar is created under a creature, that creature The spell captures some of the incoming energy, must succeed on a Dexterity saving throw or be lifted by lessening its effect on you and storing it for your next the pillar. A creature can choose to fail the save. You have resistance to the triggering If a pillar is prevented from reaching its full height damage type until the start of your next turn. Also, the because of a ceiling or other obstacle, a creature first time you hit with a melee attack on your next turn, on the pillar takes 6d6 bludgeoning damage and is the target takes an extra 1d6 damage of the triggering restrained, pinched between the pillar and the obstacle.

The restrained creature can use an action to make At Higher Levels. On a success, the increases by 1d6 for each slot level above 1st. When you cast this spell using 2nd-level evocation a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. Each Components: S creature in the line must make a Dexterity saving throw. Duration: Instantaneous A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

Choose one object weighing 1 to 5 pounds within range At Higher Levels. The object flies in a spell slot of 3rd level or higher, the damage increases by straight line up to 90 feet in a direction you choose 1d8 for each slot level above 2nd. If the object would strike a Beast Bond creature, that creature must make a Dexterity saving 1st-level divination throw.

On a failed save, the object strikes the target and stops moving. In either case, both the object and the Casting Time: 1 action creature or solid surface take 3d8 bludgeoning damage. Range: Touch At Higher Levels. When you cast this spell using a Components: V, S, M a bit of fur wrapped in a cloth spell slot of 2nd level or higher, the maximum weight of Duration: Concentration, up to 10 minutes objects that you can target with this spell increases by 5 You establish a telepathic link with one beast you touch pounds, and the damage increases by 1d8, for each slot that is friendly to you or charmed by you.

The spell level above 1st. The You create a bonfire on ground that you can see within change lasts for 1 hour. The shapes take 1d8 fire damage. A creature must also make the last for 1 hour. Control Flames Control Winds 5th-level transmutation Transmutation cantrip Casting Time: 1 action Casting Time: 1 action Range: feet Range: 60 feet Components: V, S Components: S Duration: Concentration, up to 1 hour Duration: Instantaneous or 1 hour see below You take control of the air in a foot cube that you You choose nonmagical flame that you can see within can see within range.

Choose one of the following range and that fits within a 5-foot cube. You affect it in effects when you cast the spell. A wind picks up within the cube, continually or the spell ends.

You choose the intensity of the wind: calm, moderate, Earth Tremor or strong. If the wind is moderate or strong, ranged 1st-level evocation weapon attacks that pass through it or that are made Casting Time: 1 action against targets within the cube have disadvantage on Range: Self foot radius their attack rolls.

If the wind is strong, any creature Components: V, S moving against the wind must spend 1 extra foot of Duration: Instantaneous movement for each foot moved.

You cause a tremor in the ground in a foot radius. You cause a sustained blast of strong Each creature other than you in that area must make wind to blow downward from the top of the cube. On a failed save, a creature Ranged weapon attacks that pass through the cube takes 1d6 bludgeoning damage and is knocked prone.

A creature must becomes difficult terrain until cleared. When you cast this spell using a the first time on a turn or starts its turn there flying. On spell slot of 2nd level or higher, the damage increases by a failed save, the creature is knocked prone. Elemental Bane Creatures that end a fall within the cube take only half 4th-level transmutation damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 Casting Time: 1 action feet higher than normal.

Range: 90 feet Components: V, S Dust Devil Duration: Concentration, up to 1 minute 2nd-level conjuration Choose one creature you can see within range, and Casting Time: 1 action choose one of the following damage types: acid, cold, Range: 60 feet fire, lightning, or thunder. The target must succeed on Components: V, S, M a pinch of dust a Constitution saving throw or be affected by the spell Duration: Concentration, up to 1 minute for its duration. The first time each turn the affected target takes damage of the chosen type, the target Choose an unoccupied 5-foot cube of air that you can takes an extra 2d6 damage of that type.

Moreover, the see within range. An elemental force that resembles target loses any resistance to that damage type until a dust devil appears in the cube and lasts for the the spell ends. At Higher Levels. When you cast this spell using Any creature that ends its turn within 5 feet of the a spell slot of 5th level or higher, you can target one dust devil must make a Strength saving throw.

On a additional creature for each slot level above 4th. The failed save, the creature takes 1d8 bludgeoning damage creatures must be within 30 feet of each other when you and is pushed 10 feet away. On a successful save, the target them. As a bonus action, you can move the dust devil up to Erupting Earth 30 feet in any direction.

If the dust devil moves over 3rd-level transmutation sand, dust, loose dirt, or small gravel, it sucks up the material and forms a foot-radius cloud of debris Casting Time: 1 action around itself that lasts until the start of your next turn. Range: feet The cloud heavily obscures its area. When you cast this spell using a Duration: Instantaneous spell slot of 3rd level or higher, the damage increases by Choose a point you can see on the ground within 1d8 for each slot level above 2nd.

A fountain of churned earth and stone erupts in a foot cube centered on that point. Each creature Earthbind in that area must make a Dexterity saving throw.

A 2nd-level transmutation creature takes 3d12 bludgeoning damage on a failed Casting Time: 1 action save, or half as much damage on a successful one. Range: feet Additionally, the ground in that area becomes difficult Components: V terrain until cleared away.

Each 5-foot-square portion of Duration: Concentration, up to 1 minute the area requires at least 1 minute to clear by hand.

When you cast this spell using a Choose one creature you can see within range. Yellow spell slot of 3rd level or higher, the damage increases by strips of magical energy loop around the creature. The 1d12 for each slot level above 2nd. When You cause numbing frost to form on one creature that a target is hit by a ranged weapon attack using a piece you can see within range. The target must make a of ammunition drawn from the quiver, the target takes Constitution saving throw.

On a failed save, the target an extra 1d6 fire damage. When you cast this spell using a 5th level 2d6 , 11th level 3d6 , and 17th level 4d6. The object is pushed up to 10 first time on a turn or ends its turn there takes 1d10 feet away from you.

They hail from a world beyond—from the limitless vistas of the Elemental Plane of Air. A few hundred ages ago, the aarakocra dominion was captured by the Ararsian Empire. There was a strived revolution that met a bloody end no more than half a generation ago. To mark the rebels and their families, the Empire clipped their wings, taking away their liberty.

The system conformers kept flying. Now new rumors about the Staff of Regeneration have surfaced. The artifact can restore lost limbs and may serve as a symbol for another uprising. Guarded and suspicious of outsiders, svirfneblin sub-race of gnomes are cunning and taciturn but can be just as kind-hearted, loyal, and tender as their surface cousins. Allow it and come up with an exposition later. Maybe a mad mage who was into drow tried to create a gnomish variant.

A god or Wish spell could have conferred a couple of gnomes these abilities to thrive in a calamity. You should see it as an event to create a new and compelling story together with a player. The genasi are one such soul, the offspring of genies and mortals. Genasi are connected to the elemental planes, but there are so many ways for them to come into existence. Members of other races can transform into genasi by reducing themselves to vital sources of elemental energy.

There is no true genasi society but rather individuals scattered here and there. However, in Frostfell, there is at least one village inhabited by genasi.

They are trying to endure in a world dominated by frost giants and other perils. Goliaths wander a barren realm of rock, wind, and cold. Their bodies look as if they are cut from mountain stone and hence, render them great physical power. And their hearts are brewed with the cold regard of their frigid realm, leaving every goliath with the obligation to earn a place in the tribe or die trying. The goliaths are very reclusive, and there is little chance to interact with them without explicitly seeking them out.

Hobgoblins are their sworn adversaries because they live in nearby territories and know no character by goliath standards. There are all sorts of tales about goliath legends, but few of them are true.



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