Difference between revisions of "Elemental (5A)"

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(Created page with "<noinclude>{{5A}}</noinclude> This is a Bogeyman subclass. ''The dance of flames. The soaring of the wind. The shaking of the earth. The roar of angry waves...")
 
 
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<noinclude>{{5A}}</noinclude>
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<noinclude>{{5A}}</noinclude>{{wip}}
 
This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
 
This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
  
''The dance of flames. The soaring of the wind. The shaking of the earth. The roar of angry waves. These are me and my allies. Your puny forces stand no chance!
+
''The dancing flames! The soaring wind! The shaking earth! The roar of waves! This is me and my sisters! You  will be punished!
  
As an elemental, you manifest the wrath of nature itself, the way you conceal your presence is by shrinking to tiny size.  
+
As an elemental, you manifest the wrath of nature itself. The way you conceal your presence is by shrinking to tiny size.
 +
As a boogeyman elemental you are much more intelligent than normal elementals, and could in time become a ruler among your kin. But normal people can't discern this from your appearance and consider you a dangerous supernatural threat, liable to destroy everything around you.
  
 
Source: Original.
 
Source: Original.
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# Water
 
# Water
  
XXX
+
You keep the general shape of your race but are made up of elemental matter.
 +
You cannot conceal your elemental nature, your elemental effects are always perceptible.
 +
You do not need to eat, breathe, or sleep, but you still need short and long rests to recover.
 +
Beyond this, each type of elemental have their own distinctive traits.
  
You keep the general shape and abilities of your selected race but different coloration.  
+
'''Air
You may be bald or have impressive amounts of hair, and your element manifests around you.
+
As an air elemental, you gain a fly speed equal to your land speed.
You cannot conceal your elemental nature, your elemental effects are always perceptible at close range and even over a distance as you becomes emotional.
+
You learn the Auran language. If you already know Auran, you learn Primordial instead.
You do not need to eat or breathe, but still enjoy food and other earthly pleasures.
+
Your Dark Strike attacks do bludgeoning damage.
Beyond this, each kind of jinni has their own distinctive traits.
+
You are immune to lightning, poison, and thunder damage.
  
'''Dao (earth jinni)
+
'''Earth
are a rich brown or the color of local stone, with dark hair and eyes that sparkle like gems.  
+
As an earth elemental, you have the Earth Glide ability. You can burrow through nonmagical, unworked earth and stone.
They love precious stone but also things that grow on the earth; fruit, flowers and exotic woods.
+
While doing so, you don't disturb the material it moves through, but you become blind and disoriented while entirely inside earth. This means that you must always remain adjacent to an open space or become lost.
As a dao you have resistance to thunder damage and your Dark Strike inflicts bludgeoning damage.
+
You learn the Terram language. If you already know Terram, you learn Primordial instead.
 +
Your Dark Strike attacks do bludgeoning damage, and you deal double damage when attacking constructions such as walls or doors.
 +
You are immune to poison damage.
  
'''Djinn (air jinni)
+
'''Fire
have blue or cloud-colored skin and hair of of a contrasting color within the same range.
+
As a fire elemental you are weightless. You can walk on and climb surfaces that could not carry a normal creature's weight, including the surface of liquids.
Their hair drifts behind them and they might leave whisps of mist in their wake.  
+
You learn the Ignan language. If you already know Ingan, you learn Primordial instead.
They enjoy scents, perfume, and light wafts of incense.
+
You shed bright light in a radius equal to your reach and dim light twice as far. As a bonus action, you can suppress this light entirely or trippel the radius of this light until the end of your next turn.
As a djinn you have resistance to lightning damage and your Dark Strike inflicts piercing damage.
+
Your Dark Strike attacks deal fire damage.
 +
You are immune to fire and poison damage.
  
'''Efreet (fire jinni)
+
'''Water
have brick-colored skin and black hair and some have horns or even tails. Their eyes burn with an inner fire.  
+
As a water elemental you gain a swim speed equal to your land speed.
They enjoy strong wine, incense, and smoking.
+
You learn the Aquan language. If you already know Aquan, you learn Primordial instead.
As an efreet you have resistance to fire damage and your Dark Strike inflicts fire damage.
+
Your Dark Strike does bludgeoning damage.
 +
You are immune to acid and poison damage.
  
'''Marid (water jinni)
+
{|class="wikitable"
have deep blue or blue-green skin and hair the white of sea foam or the black of the deep abyss.  
+
|+'''Hostile Environment: Water
Their hair moves even when they stand still, and they smell of the sea.
+
|-
They love wine, lemonades, and exceptionally pure water.
+
|Elementals do not prosper in environments dominated by element other than their own. This is particularly true underwater. Elementals do not risk drowning, but that is just about their only advantage underwater. Air elementals cannot use their fly speed underwater and must swim like a land creature. Earth elementals cannot swim at all, they have to walk along the bottom. Fire elementals can swim, but remember that creatures that are under the water gain resistance to fire damage and that the Dark Strike attacks of elementals suffer disadvantage unless the elemental has a swim speed. Of course water elementals are supremely at home underwater and suffer none of these disadvantages. See Underwater Combat in the Combat rules.
As a marid you have a swim speed equal to your land speed, resistance to cold damage, and your Dark Strike inflicts slashing damage.
+
|}
  
=== Jinni's Vessel===
+
=== Size Change ===
At 1st level, your gain a magical vessel that serves as your abode and a hiding place to avoid creating a panic.  
+
At 1st level, you take a bonus action to change your size or return to your natural size.
The vessel is a Tiny object and must be able to open and close in some way.  
+
This ability gradually improves as you increase in level.
You decide what the object is, or you can determine what it is randomly by rolling on the Jinni's Vessel table.
+
In order to use this ability, there must be enough room for the new size you wish to assume.
  
'''Jinni's Vessel (d8)
+
At 1st level you can become Tiny. The main use of this size is that you appear harmless. As you will generally be seen as someone's familiar or pet and as long as you are accompanied you won't attract much attention. Immediately upon making an attack or using Monster Scare you return to your normal size without having to take a bonus action to do so.
# Oil lamp
 
# Urn
 
# Locket
 
# Stoppered bottle
 
# Censer
 
# Ornate lantern
 
# Pocket mirror
 
# Pillbox
 
  
The vessel's AC equals your spell save DC. Its hit points equal your boogieman level plus your proficiency bonus, and it is immune to poison and psychic damage.
+
At level 6 you can assume Small or Medium size. This does not change your abilities.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
 
  
The jinni vessel has the following effects::
+
At level 11 you can become Large. Your space and natural reach becomes 10 feet.
 +
Your Dark Strike attacks do two Dark Strike dice of damage.
  
:'''Bottled Respite:''' As a bonus action when you touch your vessel, you can magically vanish and enter it. The vessel remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can speak and sense the area around your vessel as if you were in its space. You can exit the vessel as a bonus action and are forced out if you die or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remains there until carried out. If the vessel is destroyed every object and creature inside harmlessly appears in the unoccupied spaces closest to the vessel's former space.
+
At level 20 you can become Huge. Your space and natural reach becomes 15 feet.  
 +
Your Dark Strike attacks do three Dark Strike dice of damage.
  
:'''Jinni Home:''' The extradimensional space inside your Jinni's Vessel is your home plane. If you are forced to your home plane by [http://dnd5e.wikidot.com/spell:banishment Banishment] or similar effect, you return to your Jinni's Vessel. You are not allowed any subsequent saving throws to escape the effect. You cannot exit the vessel until it is destroyed or another creature takes an action to open it. If you are sent to your home plane while your vessel is destroyed, it instantly reforms and appears in your space.  
+
=== Condition Immunities  ===
 +
At 3rd level you become immune to exhaustion and the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.
  
: '''Bound Jinni:''' A creature that holds your vessel can expel you from the extradimensional space as an action and can cast [http://dnd5e.wikidot.com/spell:banishment Banishment], targeting only you. The''' Save DC''' of this [http://dnd5e.wikidot.com/spell:banishment Banishment] is 8 + their  Proficiency Bonus + their Charisma bonus.
+
=== Elemental Resistance ===
 +
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  
=== Jinni Spells  ===
+
=== Elemental Movement ===
At 3rd level you gain the ability to cast spells.  
+
At 7th level you gain abilities dependent on your element.
Charisma is your spellcasting ability for your janni spells. You use your Charisma whenever a jinni spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a jinni spell you cast and when making an attack roll with one.
+
* As an air elemental your flight speed is now twice your land speed and you gain hover.
 +
* As an earth elemental you gain tremorsense with a range of 60 feet. This allows you to navigate through the earth as long as you are within 60 feet of an open space.
 +
* As a fire elemental you can ignite your surroundings when you move. The first time on each of your turns when you move to within 5 feet of a creature or object, you can force them to take a Dexterity saving throw against your Dark power save DC. If they fail they ignite. An ignited creature is burning and takes your Dark Strike die in fire damage at the end of each of its turns. A burning object takes damage at least once, and may continue to burn or spread at the DM's discretion. A creature within 5 feet of an ignited creature or object can use an action to put out the fire, and any amount of cold damage will also put out the fire.
 +
* As a water elemental you gain a swim speed equal to double your land speed and the ability to move through a space as narrow as 1 inch wide without squeezing.
  
: '''Spell save DC''' = 8 + your proficiency bonus + your Charisma modifier
+
=== Large Elemental ===
: '''Spell attack modifier''' = your proficiency bonus + your Charisma modifier
+
At 11th level you can become Large. See Size Change above.
 
 
Which spells you can cast depend on what type of jinni you are.
 
On the Jinni Spells table you can see which spells you learn at which level.
 
The "Slot Level" column indicates what level of spell slot you use to cast spells depending on your boogeyman level. This can benefit jinni spells of a lower spell level.
 
Once you learn these spells, you can cast each of them three times, regaining all uses on a long rest.
 
You ignore any material components of these spells.
 
 
 
{| class="wikitable"
 
|+ '''Jinni  Spells'''
 
|valign="top"| '''Boogeyman <br>Level''' ||valign="bottom" | '''Slot <br>Level ||valign="bottom" | '''Spells for all Jinni ||valign="bottom" | '''Dao Spells ||valign="bottom" | '''Djinni Spells ||valign="bottom" | '''Efreet Spells ||valign="bottom" | '''Marid Spells
 
|-
 
|valign="top" align=center | 3  ||valign="top" align=center | 1 ||valign="top"|  [http://dnd5e.wikidot.com/spell:color-spray Color Spray] ||valign="top"|  [http://dnd5e.wikidot.com/spell:earth-tremor Earth Tremor]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:thunderwave Thunderwave]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:burning-hands Burning Hands]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:ice-knife Ice Knife]
 
|-
 
|valign="top" align=center | 7  ||valign="top"  align=center | 2 ||valign="top"|  [http://dnd5e.wikidot.com/spell:phantasmal-force Phantasmal Force] ||valign="top"|  [http://dnd5e.wikidot.com/spell:spike-growth Spike Growth]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:gust-of-wind Gust of Wind]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:blur Blur]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:mirror-image Mirror Image]
 
|-
 
|valign="top" align=center | 11  ||valign="top"  align=center | 3  ||valign="top"|  [http://dnd5e.wikidot.com/spell:create-food-and-water Create Food and Water] ||valign="top"|  [http://dnd5e.wikidot.com/spell:erupting-earth Erupting Earth]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:lightning-bolt Lightning Bolt]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fireball Fireball]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:tidal-wave Tidal Wave]
 
|-
 
|valign="top" align=center | 15  ||valign="top"  align=center | 4  ||valign="top"|  [http://dnd5e.wikidot.com/spell:elemental-bane Elemental Bane] ||valign="top"|  [http://dnd5e.wikidot.com/spell:stone-shape Stone Shape]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:greater-invisibility Greater Invisibility]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:fire-shield Fire Shield]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:control-water Control Water]
 
|-
 
|valign="top" align=center | 20  ||valign="top"  align=center | 5  ||valign="top"|  [http://dnd5e.wikidot.com/spell:creation Creation] ||valign="top"|  [http://dnd5e.wikidot.com/spell:wall-of-stone Wall of Stone]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:seeming Seeming]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:skill-empowerment Skill Empowerment]  ||valign="top"|  [http://dnd5e.wikidot.com/spell:bigbys-hand Bigby's Hand]
 
|}
 
  
=== Elemental Resistance ===
+
=== Elemental Manifestation ===
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
+
At 15th level you gain an ability depending on your element. After using this ability you cannot use it again until the end of a long or short rest.  
  
=== Jinni Dispatch ===
+
* As an air elemental you can take an action to change into a whirlwind until the end of your current turn. As a whirlwind you can move into the space of hostile creatures, which counts as difficult ground. Each creature in your space at any point during your turn must make a Strength saving throw against your Dark Power save DC. On a failure, a target takes three Dark Strike dice bludgeoning damage and is flung to a random spot just outside your reach and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take 1d6 bludgeoning damage per 10 feet target was thrown and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.  
At 7th level you gain a movement ability and second damage type you can select when using Dark Strike appropriate to your element.  
 
If you use this damage type, you replace the Dark Strike damage given at level 1.
 
: As a dao you gain a burrowing speed equal to your land speed. You can burrow through earth or sand, but not through clay or stone. While burrowing, you have tremorsense. Your Dark Strike can now inflict thunder damage.
 
: As a djinn you gain a fly speed equal to twice your land speed and can now do electricity damage.
 
: As an efreet you gain a fly speed equal to your land speed and can hover. Your Dark Strike can now do radiant damage.
 
: As a marid you gain a swim speed equal to twice your land speed and can now do cold damage with your Dark Strike.
 
  
=== Sanctuary Vessel ===
+
* As an earth elemental you can take an action to cause an earth tremor. Intense tremors to rip through the ground in all directions out to three times your reach. Any creature on the ground in this area must make a Dexterity saving throw against your Dark Power save DC or take three Dark Strike dice bludgeoning and be knocked prone.
At 11th level the extradimensional space inside your Jinni's Vessel grows into a 40 feet column 40 feet high.
 
When you enter your Jinni's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
 
  
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
+
* As a fire elemental you can use an action to cause a firestorm. You emit a fan of flame out to double your reach in all directions. Enemies in this area must turn must make a Dexterity saving throw against your Dark Power save DC or take three Dark Strike dice fire damage and ignite. A creature that passes its saving throw takes half damage and does not ignite. See elemental Movement for the effect of ignite.
  
=== Planar Vagabond ===
+
* As a water elemental you can take an action to change into a great wave until the end of your current turn. As a wave you can move into the space of hostile creatures, which counts as difficult ground. Each creature in your space at any point during your turn must make a Strength saving throw against your Dark Power save DC. On a failure, a target takes three Dark Strike dice bludgeoning damage. If the creature is of your current size or smaller, it is also grappled. You can maintain this grapple even after you resume your normal form. As long as a creature remains grappled it is restrained under water inside your space. At the end of each of its turns the creature can attempt another Strength saving throw to escape. A creature within 5 feet of you can take an action to attempt a Strength (Athletics) check against your against your Dark Power save DC to end the grapple. Each grappled creature takes up room inside your space, you can only grapple a creatures as long as there is room for their space to be entirely inside your space. When the grapple ends creatures are moved to the nearest open space. You can move at half your normal speed carrying creatures grappled this way. Grappled creatures can be attacked while inside you, this counts as underwater combat.
At 15th level you can cast [http://dnd5e.wikidot.com/spell:plane-shift Plane Shift] three times per day.
 
  
=== Grant Wish ===
+
=== Huge Elemental ===
When you reach 20th level, you can use an action to give a willing ally within 15 feet the ability to cast the [http://dnd5e.wikidot.com/spell:wish Wish] spell once.
+
At 20th level you can become Huge. See Size Change above.
If the wish is used for anything other than duplicating another spell, the user (not you) risks losing the ability to ever use a [http://dnd5e.wikidot.com/spell:wish Wish] spell again, as outlined in the spell.
 
You cannot cast this spell yourself, not can you or anyone else control what those granted the power wish for, even if they are charmed or otherwise controlled or coerced, the power of the Wish suppresses any such control.
 
NPCs given a Wish likely behave according to their alignment: lawful creatures will refuse the wish except in an immediate need, chaotic creatures will use the wish frivolously, while creatures that are neither lawful or chaotic will use it for their own ends.
 
You can grant three wishes, regaining the ability at the end of a long rest.
 
  
== Designer's Comments ==
+
== Designer's Notes ==
Obviously based on the [[Genie (5A)|Genie warlock patron]].
+
A tank, the damage of an elemental depends very much on how much space there is for it to grow.
The ability to grant wishes is balanced by the fact that the wisher may lose the ability to ever wish again.
 

Latest revision as of 20:14, 4 January 2024

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This is a Bogeyman subclass.

The dancing flames! The soaring wind! The shaking earth! The roar of waves! This is me and my sisters! You will be punished!

As an elemental, you manifest the wrath of nature itself. The way you conceal your presence is by shrinking to tiny size. As a boogeyman elemental you are much more intelligent than normal elementals, and could in time become a ruler among your kin. But normal people can't discern this from your appearance and consider you a dangerous supernatural threat, liable to destroy everything around you.

Source: Original.

Subclass Features

Elemental Nature

At 1st level when you choose this subclass, your creature type becomes elemental. You must determine an elemental affiliation, choosing one or rolling randomly:

Element (d4)

  1. Air
  2. Earth
  3. Fire
  4. Water

You keep the general shape of your race but are made up of elemental matter. You cannot conceal your elemental nature, your elemental effects are always perceptible. You do not need to eat, breathe, or sleep, but you still need short and long rests to recover. Beyond this, each type of elemental have their own distinctive traits.

Air As an air elemental, you gain a fly speed equal to your land speed. You learn the Auran language. If you already know Auran, you learn Primordial instead. Your Dark Strike attacks do bludgeoning damage. You are immune to lightning, poison, and thunder damage.

Earth As an earth elemental, you have the Earth Glide ability. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material it moves through, but you become blind and disoriented while entirely inside earth. This means that you must always remain adjacent to an open space or become lost. You learn the Terram language. If you already know Terram, you learn Primordial instead. Your Dark Strike attacks do bludgeoning damage, and you deal double damage when attacking constructions such as walls or doors. You are immune to poison damage.

Fire As a fire elemental you are weightless. You can walk on and climb surfaces that could not carry a normal creature's weight, including the surface of liquids. You learn the Ignan language. If you already know Ingan, you learn Primordial instead. You shed bright light in a radius equal to your reach and dim light twice as far. As a bonus action, you can suppress this light entirely or trippel the radius of this light until the end of your next turn. Your Dark Strike attacks deal fire damage. You are immune to fire and poison damage.

Water As a water elemental you gain a swim speed equal to your land speed. You learn the Aquan language. If you already know Aquan, you learn Primordial instead. Your Dark Strike does bludgeoning damage. You are immune to acid and poison damage.

Hostile Environment: Water
Elementals do not prosper in environments dominated by element other than their own. This is particularly true underwater. Elementals do not risk drowning, but that is just about their only advantage underwater. Air elementals cannot use their fly speed underwater and must swim like a land creature. Earth elementals cannot swim at all, they have to walk along the bottom. Fire elementals can swim, but remember that creatures that are under the water gain resistance to fire damage and that the Dark Strike attacks of elementals suffer disadvantage unless the elemental has a swim speed. Of course water elementals are supremely at home underwater and suffer none of these disadvantages. See Underwater Combat in the Combat rules.

Size Change

At 1st level, you take a bonus action to change your size or return to your natural size. This ability gradually improves as you increase in level. In order to use this ability, there must be enough room for the new size you wish to assume.

At 1st level you can become Tiny. The main use of this size is that you appear harmless. As you will generally be seen as someone's familiar or pet and as long as you are accompanied you won't attract much attention. Immediately upon making an attack or using Monster Scare you return to your normal size without having to take a bonus action to do so.

At level 6 you can assume Small or Medium size. This does not change your abilities.

At level 11 you can become Large. Your space and natural reach becomes 10 feet. Your Dark Strike attacks do two Dark Strike dice of damage.

At level 20 you can become Huge. Your space and natural reach becomes 15 feet. Your Dark Strike attacks do three Dark Strike dice of damage.

Condition Immunities

At 3rd level you become immune to exhaustion and the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.

Elemental Resistance

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Elemental Movement

At 7th level you gain abilities dependent on your element.

  • As an air elemental your flight speed is now twice your land speed and you gain hover.
  • As an earth elemental you gain tremorsense with a range of 60 feet. This allows you to navigate through the earth as long as you are within 60 feet of an open space.
  • As a fire elemental you can ignite your surroundings when you move. The first time on each of your turns when you move to within 5 feet of a creature or object, you can force them to take a Dexterity saving throw against your Dark power save DC. If they fail they ignite. An ignited creature is burning and takes your Dark Strike die in fire damage at the end of each of its turns. A burning object takes damage at least once, and may continue to burn or spread at the DM's discretion. A creature within 5 feet of an ignited creature or object can use an action to put out the fire, and any amount of cold damage will also put out the fire.
  • As a water elemental you gain a swim speed equal to double your land speed and the ability to move through a space as narrow as 1 inch wide without squeezing.

Large Elemental

At 11th level you can become Large. See Size Change above.

Elemental Manifestation

At 15th level you gain an ability depending on your element. After using this ability you cannot use it again until the end of a long or short rest.

  • As an air elemental you can take an action to change into a whirlwind until the end of your current turn. As a whirlwind you can move into the space of hostile creatures, which counts as difficult ground. Each creature in your space at any point during your turn must make a Strength saving throw against your Dark Power save DC. On a failure, a target takes three Dark Strike dice bludgeoning damage and is flung to a random spot just outside your reach and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take 1d6 bludgeoning damage per 10 feet target was thrown and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
  • As an earth elemental you can take an action to cause an earth tremor. Intense tremors to rip through the ground in all directions out to three times your reach. Any creature on the ground in this area must make a Dexterity saving throw against your Dark Power save DC or take three Dark Strike dice bludgeoning and be knocked prone.
  • As a fire elemental you can use an action to cause a firestorm. You emit a fan of flame out to double your reach in all directions. Enemies in this area must turn must make a Dexterity saving throw against your Dark Power save DC or take three Dark Strike dice fire damage and ignite. A creature that passes its saving throw takes half damage and does not ignite. See elemental Movement for the effect of ignite.
  • As a water elemental you can take an action to change into a great wave until the end of your current turn. As a wave you can move into the space of hostile creatures, which counts as difficult ground. Each creature in your space at any point during your turn must make a Strength saving throw against your Dark Power save DC. On a failure, a target takes three Dark Strike dice bludgeoning damage. If the creature is of your current size or smaller, it is also grappled. You can maintain this grapple even after you resume your normal form. As long as a creature remains grappled it is restrained under water inside your space. At the end of each of its turns the creature can attempt another Strength saving throw to escape. A creature within 5 feet of you can take an action to attempt a Strength (Athletics) check against your against your Dark Power save DC to end the grapple. Each grappled creature takes up room inside your space, you can only grapple a creatures as long as there is room for their space to be entirely inside your space. When the grapple ends creatures are moved to the nearest open space. You can move at half your normal speed carrying creatures grappled this way. Grappled creatures can be attacked while inside you, this counts as underwater combat.

Huge Elemental

At 20th level you can become Huge. See Size Change above.

Designer's Notes

A tank, the damage of an elemental depends very much on how much space there is for it to grow.