Elementborn (5e Race)
From D&D Wiki
As an elementborn, you are, as the name suggests, half elemental and half humanoid, much like dragonborn. For earth, their skin tone is normally a darker color and their eyes range from a deep brown to an unnaturally bright green. They frequently have twigs in their hair, which some dye green or brown to stick with the colors of the rest of their body. Air elementalborn are very pale, bordering on pure white skin, and they have soft, white hair that flows easily in the wind. Their eyes are normally a soft blue or white, giving off, at times, the appearance of them being blind or something of the like. When it comes to water, you have a little more variation. Their skin is normally like any other humanoids, but sometimes they appear to always be dripping. They have a range of hair colors from black to blonde, and everything in between, but their eyes are what show their elemental natures. They are a deep blue, like pools of water taken from the deepest of oceans. Fire elementborn have black or red hair, red to amber eyes, and light red skin that sometimes, in the instance of powerful elementborn, looks like it has cracked with lava underneath. Finally, the rarest one of them all, lightning. They have white hair, electric blue eyes, and look as normal as can be, if a little energetic.
Elementborn have a very complicated history. For the most part, in the early times of the world, they were used as spies for elemental armies, scoping out different humanoid settlements and reporting back, and if they were caught, they'd try the diplomatic route before cutting ties and destroying the settlement from within. After elementals stopped truly going to war, elementalborn took up roles in humanoid nature, becoming blacksmiths, teachers, gardeners, and especially parents of the next generation of elementborn. Only a handful of them joined humanoid armies or became adventurers, but those who did never regretted their decision.
Elementborn love to mingle with other societies, becoming more human, more dwarvish, than elemental, but in the cities that elementborn have built and populated, they attempt to copy other societies' traditions, skills, and homes. In one elementborn city, you could see stone houses, burrows, even caves with boulders set up as homes. Fire elementborn tend to always have a fire in their hearths, water having pools in their yards or at least ponds, earth setting up homes in caves and in the ground, and air mostly sleeping under the stars when not in their mostly glass homes.
Elementborn tend to name their children after a part of the element that was bred into them, and sometimes, they hold off on naming if the child is born to 2 parents of different elements.
Male: Flame, Magma Geode, Whirlwind, Surf
Female: Ember, Flare, Adamina, Aerin. Tsunami
Elementborn are the product of when a human has a kid with an elemental... however that happens.
Ability Score Increase. Your Charisma score increases by 2.
Age. Elementborn live longer than humans, but not quite as long as elementals, about 1000 years. Maturity depends on the society a certain family is mimicking for their household.
Alignment. By definition, elementals are very chaotic people, and elementborn are no different. They can blow up in your face and kiss your cheek at the same time.
Size. Elementalborn vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mixed Natures. While half of you is elemental, the other half is humanoid. To get a long rest, you only have to rest for 4 hours, and you are fully aware of your surroundings as you rest. You count as both humanoid and elemental.
Languages. You can speak, read, and write Common.
Subrace. Choose one from fire, earth, air, water, or lightning.
Ability Score Increase. Your Wisdom and Constitution scores each increase by 1.
Speed. You have an additional climbing speed of 10 feet.
Burning Nature. Due to your elemental parent being fire, you can cast burning hands as a 1st-level spell, without material components. Once you use this trait, you must complete a long rest before you can use it again.
Hotheaded Mind. Fire elementborn are very angry people normally. Very hotheaded. Due to this fact, you have an advantage on Intimidation (Charisma) checks.
Fire Heart. You have resistance to fire damage.
Elemental Language. You can speak, read, and write Ignan as an additional language.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Speed. You have a climbing speed of 10 feet.
Earthen Nature. Since you are born of the earth element, you are able to cast speak with animals as a 1st-level spell, without material components. Once you use this trait, you must complete a long rest before you can use it again.
Continental Punch. As a kid of the earth, your punches are more powerful than anyone else's. Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier.
Stone Mind. You have a resistance to psychic damage.
Elemental Language. You can speak, read, and write Terran as an additional language.
Ability Score Increase. You Dexterity and Intelligence scores each increase by 1.
Speed. You have a flying speed of 10 feet.
Zephyr Nature. As the child of the winds, you are a very quick person. Your armor class when not wearing armor is equal to 12 + your Dexterity modifier. You can´t wear medium or heavy armor, as those will impede your movement and weigh you down.
Wind's Cradle. You are able to manipulate, to some degree, the air that you have been born to. You can cast feather fall as 1st-level spell, without material components. Once you use this trait, you must complete a long rest before you can use it again.
Hurricane Strength. You have resistance to thunder damage.
Elemental Language. You can speak, read, and write Auran as an additional language.
Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.
Speed. You have a swimming speed of 10 feet.
Water Instability. You have found that, to some extent, you can change your bodily appearance. You have advantage on Deception (Charisma) checks.
Current Control. Almost everything has a bit of water in it that can be used against an enemy. You are able to cast xenae's aquaforme as a 1st-level spell, without material components. Once you use this trait, you must complete a long rest before you can use it again.
Oceanic Armor. You have a resistance to cold damage.
Elemental Language. You can speak, read, and write Aquan as an additional language.
Ability Score Increase. Your Dexterity and Strength scores each increase by 1.
Speed. You have a flying speed of 10 feet.
Electric Speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Lightning Strikes. Your mind is best suited for lightning magic, and as such, you are able to cast witch bolt as a 1st-level spell, without material components. Once you use this trait, you must complete a long rest before you can use it again.
Fulmination Resilience. You have a resistance to lightning damage.
Elemental Language. You can speak, read, and write any one Primordial dialect as an additional language.
Random Height and Weight
|7′ 0''||+1d6||130 lb.||× (1d4) lb.|
*Height = base height + height modifier