Elementling (5e Race)

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Tell you about the elementlings? Properly, they are lesser elementals. They are also as varied as humans... more so in fact. But that is neither here nor there. I shall teach of them, they are no great secret.
—The Lost Sage

Physical Description[edit]

Elementlings come in multiple kinds. Each one has a different appearance from the other. Each subrace will include their own physical description.


Elementlings have existed since the dawn of time. Elementlings existed even before dragons. Unlike their elemental cousins, elementlings love to live in the Prime Material plane. They are quite rare to meet, often no more than 10,000 existing across all the planes at any time. While they have no genders, they are considered all female due to how they procreate. Legends claim that elementlings gather on their own elemental plane every few centuries and remain there for about 100 years. If nothing happens to an individual, they usually leave until the next gathering. In some rather uncommon cases, the individual becomes pregnant by seemingly nothing. This is often attributed to their element somehow impregnating them. They are then confined to the plane for about a year before the child or in very rare cases, children (bearing more than one child is considered a huge honor) are born. Most elementlings are friendly when it comes to other races. Their relations with other races does vary between subraces, though all have a long history of being allies to halflings.


Elementlings are quite social creatures, with all (even darklings) quite comfortable around others. They prefer to live with other races. While they vary with subrace on how they act, elementlings like conversation and can talk for hours on end (do not let one near a brass dragon or they will basically never leave). Peculiarly, they don't see each other as being the same race unless they hail from the same plane. Thus, firelings see themselves as firelings, not elementlings. As expected, some elementlings have differing relations with other kinds of elementlings. This is covered in each individual subrace.

Elementling Names[edit]

Elementling names depend on their subrace. They like names that are representing their element. They usually don't mind having the same name as another elementling of their kind. They do tend to avoid names too close to other kinds of elementlings.

Fireling: Blaze, Flame, Heat, Smoke

Waterling: Drop, Flood, Lake, Rain

Earthling: Dirt, Mud, Rock, Stone

Airling: Breeze, Gas, Gust, Wind

Lightling: Bright, Ray, Shine, Sparkle

Darkling: Dim, Dusk, Shade, Shadow

Elementling Traits[edit]

A race from the dawn of time. They look far more like a human than an elemental.
Ability Score Increase. Each subrace has its own ability score adjustments.
Age. Elementlings have incredibly long lifespans, hitting 6,000 years on average. However, elementlings reaching 10,000 is not unheard of and one or two have even made it to 20,000 before finally dropping dead. They are considered mature at about age 150.
Alignment. Alignment tendencies vary depending on the subrace.
Size. Elementlings average about 5' 5" and 160 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elemental. Your creature type is both elemental and humanoid.
Languages. You can read, speak, and write Common and the Primordial dialect associated with your elemental origin (or just Primordial, if the dialect is unknown or if you just don't want to deal with it).
Subrace. You must choose from Fireling, Waterling, Earthling, Airling, Lightling or Darkling.


Firelings are elementlings that hail from the Elemental Plane of Fire. Due to their affinity to fire, they dislike liquids and favor hot, dry environments. Naturally, on the Prime Material Plane, they dwell in deserts or near volcanoes. Firelings can be seen as free-spirited and are known for their aggressive personalities and short tempers. The easiest way to disable a fireling is to the challenge them to a not deadly event, then win. This is due to their competitive nature and love of being the best. Meetings of firelings usually involve some form of sport or game. Amongst other races, many firelings are counted as a strong friend by dwarves and gnomes. Firelings are also common allies of tieflings and dragonborn capable of breathing fire. They are often in opposition with elves, waterlings, and, with darklings, are the only ones that tend to be on poor terms with humans. In appearance, firelings usually have perfect tans and hair the colors of fire. Their eyes are usually red, orange, or a smoky gray. Their skin is very warm to the touch. They tend to be Chaotic.

Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Elemental Resistance. You have resistance to fire damage.
Living Fire. You do not need to drink any liquids to survive, though you may do so if you wish. You also do not require rest and have advantage on saving throws against being put to sleep.
Power of Fire. You can cast the fire bolt cantrip. You use your Charisma as your spellcasting ability.


Waterlings are elementlings from the Elemental Plane of Water. Waterlings are highly adaptable to change, taking may things in stride. However, they are temperamental, going from calm and collected to storming and furious in a few seconds. They favor caution when dealing with other of their kind, especially firelings. They are wary of fire and give it a fairly large distance. Waterlings commonly frequent rivers, lakes, and coastlines. They are heavily associated with humans and half-elves and are known to ally with elves. They are usually enemies of half-orcs as waterlings see them as warmongers. Walterlings, themselves, prefer to avoid battle unless riled up. Waterlings appear to have a pale blue cast to their skin and have blueish-green hair. Their eyes are normally blue, green, or a stormy grey. Waterlings tend towards Neutral alignment.

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
Elemental Resistance. You have resistance to cold damage.
Malleable. During an initiative roll where you are surprised, you may roll and take a turn as if you were not surprised. You may do this a number of times equal to your wis modifer (minimum of 1). You regain all uses of this trait after completing a long rest
Waterborne. You can breathe both water and air. In addition, you have a swimming speed equal to your walking speed.


Earthlings are elementlings from the Elemental Plane of Earth. Earthlings seem as emotionless as a rock. They rarely laugh or even smile. They are, however, stalwart, strong and loyal. They favor smaller spaces, disliking the open air. Many make their homes in caves or even cities. They tend to befriend dragonborn, dwarves, and half-orc, though all for their strength. Gnomes and half-elves tend to find disfavor among earthlings. Of all the elementlings, earthlings happen to boast a strict code of honor, not unlike that of a samurai or knight, making them the most dependable of their kind. They are not amused by the air-headed nature of airlings and see them as little more than overgrown children. Earthlings have brownish skin and muddy complexions. Their hair is normally brown, dirty blonde, or a greenish brown. Their eyes are brown, or a stony gray. They tend to be Lawful.

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Elemental Resistance. You have resistance to force damage.
Durable as Rock. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. When creating an Earthling, increase your weight by 50 lbs.
Earth Sense. The ground is an extension of your senses. As an action you can grant yourself 60 feet of tremorsense for up to 1 hour as long as you maintain concentration. You cannot use this trait again until you complete a long rest.


Airlings are elementlings from the Elemental Plane of Air. Airlings are flighty and have trouble focusing. They tend to flit between things quickly. Their emotions are just as rapidly changing, from mad to happy to sad in the span of seconds. They love open air and hate small or uninteresting places. They absolutely love mountaintops and open plains. Their unpredictable natural makes it difficult for any race to really get to like them. Most races have ambivalence towards airlings as a result. However, halflings are known to warmly welcome airlings and tend to favor them more than others. They see earthlings can stuck up and far too strict, yet tend to admire that same strictness. Surprisingly, airlings are actually quite sensible. If one can get them to focus long enough, of course. Their skin is normally white like clouds or sometimes blueish. Their hair is clear or white (like clouds). Their eyes are white (no visible iris) or sky blue. They tend to be Neutral.

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Elemental Resistance. You have resistance to thunder damage.
Quick as the Wind. Your movement speed increases by 5 feet. When creating an Airling, decrease your weight by 50 lbs.
Breath of the Wind. You can freely create enough clean air for yourself and two other people to breathe. This clean air clings in a 10 feet radius of you. The air you create cannot be contaminated by other gases or replaced by an liquid.


Elementlings from the Positive Plane. Lightlings are a friendly bunch. They are always cheery and (ahem) bright. They believe in doing the right thing, whatever it may be. They hate dark places and love being outside in the sunlight. They are not known for living in any specific area, but do tend to congregate around other races. They are great friend of humans, elves, half-elves, halflings, and gnomes. However, they tend to harbor an enmity towards darklings, dragonborn, tieflings, and half-orcs. Lightlings are known for acting as holy warriors, clerics, priests, or just generally warriors of light. They have silver or pure white skin and gold or silver hair. Their eyes are gold or silver. They tend to be Good.

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.
Elemental Resistance. You have resistance to radiant damage.
Radiant. You give off dim light in a 10 foot radius and have disadvantage on Dexterity (Stealth) checks.
Colorful Light. You can cast the chromatic orb spell as a 1st level 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. Charisma is your spellcasting ability for this spell.


Elementlings from the Negative Plane. Darklings are gloomy and (sorry) dark. They can seem mean or under the weather. However, they are surprisingly courteous and civil, like a noble. They hate bright light, but love dark, moonless nights under the starry skies. They are known for favoring isolation in forests, though isolation among elementlings means, "staying away for a few days, then showing up again." Darklings are deep set enemies of humans, elves, and dwarves, though they get along well with drow and duergar. They tend to ally themselves with tieflings, half-orcs, and dragonborn. Darklings sometimes are involved in evil plots, but often just do evil because that's what is expected of them, so why not? They utterly despise the lightlings. They possess dark grey or black skin. Their hair is dark brown, dark grey, or black. Their eyes are black (no white, iris, or pupil, just solid black). Discrimination has caused most darklings to tend to be Evil.

Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.
Elemental Resistance. You have resistance to necrotic damage.
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. You can't discern color in darkness, only shades of gray.
Like a Shadow. You may, as an action, become invisible for a minute. You are invisible as long as you are in darkness. You may end this effect at will and this effect ends automatically if you end your turn in an area of dim or bright light. You must complete a long rest before you can use this trait again.

Random Height and Weight[edit]

4′ 8″ +2d6 80 lb. × (1d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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