Homebrew Al-Elementum Species Details
The power of nature is mystical, and more often than not potently magical, with the creation of elementals and living plants. the creations of the raw magical energy of nature are as varied as the terrains they are born from. The Al-Elementum are those beings borne from raw magical nature, intelligent enough to appear humanoid, but far different.
The great powers of nature vary from cloud-scraping trees to molten oceans of fire, and wastes so cold most creatures would die from mere exposure. it is in these places where natures gifts are most prevalent and where the Al-Elementum prosper and are most often born. Al-Elementum often have personalities and appearances denoting their attunement and birthplace within nature, but some look decidedly similar to humans.
Divided into five major classes of Al-Elementum, the fiery Al-Magnus whose bodies exist in flux, made from molten metal they often need specially designed suits to interact with the other races, looking like walking forges to others, the intangible Al-Zephyra who are made from and can return to storms as they themselves are made of clouds and pure lightning they rarely build with metal preferring it in their jewelry rather than their walls, the Icy Al-Frigus whose bodies can often be seen through and even rebuilt with ice, the Al-Petra whose hard rocklike bodies are often unbreakable and have been known to be mistaken for stones while resting, and the Al-Drya who are made of plant matter and often the most sociable they can grow new plants from their bodies earning the nickname of walking gardens.
Occasionally, Al-Elementum are borne when a humanoid is made subject to too much magical energy and its physical form is reforged, when this happens the humanoid often retains many similarities to its previous form.
Vassals of the Natural Order
the power that creates an Al-Elementum often manifests differently in each, but there are shared traits amongst all of them and this residual magic is most often featured in physical or magical deviations from the common caste that many Al-Elementum are molded from.
Seen in silhouette, an Al-Elementum may be similar to humans, but some will be completely different shapes, and their weight varies significantly based on the environment they hail from. though the variation in their bodies is negligible from a visible distance, within their societies it can greatly shape the way they live, for example, the Al-Zephyra seldom build with metal, given their abilities to move through it. they instead build with wood and stone, sometimes using gem instead of metal components, the metal very rarely leaves weapon of jewelry form in the hands of the Al-Zephyra.
While few Al-Elementum make their way into the societies of the world, when they do so it is received hesitantly, given their vast difference in palate and abilities they tend to form districts within other societies, and within their own societies, the other races will find themselves greatly impaired.
Confused and Different
The Al-Elementum while rarely joining greater society need many accommodations, but once they find them they will often stay in one place for a while, due to the difficulty of finding stable accommodations. the greater percentage of traveling Al-Elementum will stay away from society and often live on the road until they make it to their destinations.
Given their massive lifespans the Al-Elementum will often take up an art form as well as many instruments and crafts to fill their time, if given a safe space one might tell stories for hours on end.
Al-Elementum Homes
As rare beings, few Al-Elementum who are not born or made within their own societies find themselves with proper ways of living, leading to malnourishment or in extreme cases death early on as the denizens of whatever society they find themselves near are ill-equipped to handle their arrival and care, though they at large lack a capital small pockets and villages of Al-Elementum can be found in the deepest recesses of nature.
Al-Elementum Names
Al-Elementum have many variations based on region and type, but most follow a simple Last Name-First Name compound, for example an Al-Elementum from the family Forgos, named Aji would go by Forgos-Aji, and among family or close friends be called Aji, however this is a very high honor and is rarely used among companions of less than a year.
Subraces
The Al-Elementum are split into five major categories, Al-Magnus, Al-Zephyra, Al-Frigis, Al-Petra, and Al-Drya.
Al-Elementum Traits
Your birth as an Al-Elementum grants you powerful boons, varying by your originsLanguages
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Ability Score Increase
Your Wisdom score increases by 1
.
Age
Al-Elementum age incredibly slowly, when they are born they possess the mind equivalent to a human teen, but quickly mature within a year or two, their lifespans extend to the hundreds of thousands if left, but when one decides their life is at an end they can merge with the land around them empowering nature and passing on, often communities will have a place where the elderly will go to die, and that is a place new Al-Elementum are often born. this tradition is greatly celebrated in a community as Al-Elementum rarely create children among themselves outside of this ritual, some young will even be born with fragmented memories or idiosycracies of the dead elders, known as echos these quirks are celebrated as a passing on of a soul into the next generation.
Alignment
Independent and Symbiotic, Al-Elementum tend toward a neutral or good alignment.
Size
Al-Elementum differ from individual to individual but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Al-Drya
The Al-Drya are the most widely known of the Al-Elemnentum due to their pleasant appearance and friendly disposition. The Al-Drya have bodies grown from trees or the plants around them and are even able to grow new plants on their bodies, becoming like walking gardens, some are even able to grow plants that provide defenses, or fruit making their bodies incredibly useful for everyday life. The Al-Drya most often live in peaceful societies with little technology and even fewer conflicts, they treat all living things as family and have been known to confuse other races, calling most people brother, or sister. In Al-Drya communities it is often a show of aggression to call someone cousin, implying a distant if non-existent connection with them, though less common some Al-Drya choose to carve their bodies, though it is often short-lived as their wood heals. doing so is a show of grief or deep emotional pain such as the loss of a loved one or a great failure in an important endeavor.
The Al-Drya can survive in nearly any environment, being deeply connected to nauter they have no need for food so long as they have sunlight, otherwise they need to consume meat to keep their bodies moving. Al-Drya have been seen placing gems or other important possesions among the boughs of their bodies creating nests of possesions and sentimental items, it is often a sign of great familiarity to place an item of someone else's within ones boughs.
Ability Score Improvement
Your Charisma increases by 2.
Earth Blood
As long as you are in contact with living wood you are considered proficient in woodcarving tools and can form items from the living wood of trees, additionally, you may convey ideas and concepts to non-sentient plants and animals through physical contact, but information received is in the form of emotions and images.
Sapling of the World Tree
As long as you are within 10 ft. of a non-sentient plant, you regain hit points equal to 1/4 of your level (minimum 1) at the beginning of every turn, if you are unconscious this manifests itself as a succeeded saving throw, this ability cannot bring you above half your maximum hit points.
Al-Frigis
The Al-Frigis are the least often associated with among the Al-Elementum, much preferring the roar of arctic storms to the bustle of the cityscape. Among the Al-Elementum the Al-Frigis form the smallest communities, while other varieties will form cities and towns the Al-Frigis often form small familial groups and live in isolated spaces, pondering and writing, being highly tribal by choice they appear to have simplistic culture, but are actually the intellectual foe to Storm Giants, with some Al-Frigis scholars stumping even the most knowledgable sages of the other races. When Al-Frigis do venture into society they are very adverse to touch, namely the warmth of the living typically put them off, making them seem detached, though they are often some of the most sentimental creatures one will meet, often adorning themselves with tokens of achievements and even reminders of their favorite ideas or concepts.
The Al-Frigis need no food or oxygen, but need to bathe themselves in cold water to reform any lost portions of their body, much preferring the cold to the warmth that others often choose, an Al-Frigis will often give small tokens, or leave small tokens in the care of their companions as shows of affection, often without the knowledge of their companions.
Ability Score Increase
Your Intelligence increases by 2.
Frozen Memories
The thoughts and ideas you keep often change your physical form, with deep trauma causing portions of your body to be spiderwebbed with black veins, or a particularly happy memory appearing as a small mote of light within your body. additionally you are resistant to cold damage.
Ice Sculpture
During a short rest you may treat your body as a set of tools you are proficient in or a simple weapon you've used before, any weapon created this way deals cold damage instead of its base damage type.
Al-Magnus
The Al-Magnus are made from the molten fires of volcanoes and the great lakes of fire in the depths of the earth, often adorning themselves in obsidian and stone jewelry, tending away from metals unless they are resistant enough to handle their flames. though their bodies vary in size, shape, and color they often are made of a humanoid shape of molten fire, with tongues of flame in place of hair or other distinctions, the color of their fire depending on the individual and the type of fire that birthed them. often their physical forms are affected by their emotions, fits of anger causing their flames to flare, and deep depression can even reduce the flame to embers if left for too long.
The Al-Magnus are unique in that they can sustain themselves on anything that will burn, from coal to leaves, and they often will treat compounds that change the color of flame as delicacy.
Ability Score Increase
Your Strength score increases by 2.
Scalding Skin
Your body is a powerful source of flame and light, unless a conscious effort is made you shed a bright light out to 10 ft. and additional dim light 20 ft. beyond that, additionally whenever you touch an item or creature that is not resistant to fire damage they take 1d4 fire damage every round, if an item is magical in nature this has no effect
Borne of Flames
you are resistant to fire damage and cannot be harmed by any non-magical source of fire damage.
Al-Petra
the Al-Petra are possibly the closest of the Al-Elementum to resembling humanoids, though they are starkly different in both appearance and ability to those around them. firstly the Al-Petra are incredibly tough, often making games of hitting each other with sledgehammers until one's skin breaks, though the other races are much less conducive to this kind of gameplay. The Al-Petra come in all ranges from tight mounds of gravel to rumbling plates of shale, though they are almost always built to take a hit. the Al-Petra culture is one built on painful pleasures, often bathing themselves in cooling lava to refine their bodies, or breaking off plates they don't like, and a common activity is carving one's body. the Al-Petra will often tell their life story through carvings across their skin, hiding the most personal stories behind loose cloth and precious metal jewelry.
The Al-Petra need no sustenance in the form of food but will often need to replenish their bodies with stones and metals from around the world, it is common practice to purchase beautiful or unique materials to graft onto their bodies.
Ability Score Increase
Your Constitution increases by 2.
Stone Skin
Wonderous Items may be grafted onto your body, making them impossible to remove without time and replacements, to graft or remove a Wonderous Item you must take a long rest and have access to sufficient amounts of stone. additionally, you do not need to breathe or eat, making airborne poisons ineffective, though acids will still have effects on your body.
Impossible Phisiology
As an Al-Petra youre body is made of things you choose to make it from, this means that it is beautiful and individual, but also easy to replace. Once per long rest or during a short rest, with access to stone, all hit dice rolled roll the maximum number possible, additionally, you may spend two hit dice to restore a lost limb or remove up to two levels of exhaustion.
Al-Zephyra
The Al-Zephyra, made from the remnants of magical storms can vary from lightning-based humanoids to plush cloud stuff skin and nearly intangible bodies. though mostly harmless the more extreme storm-bodied Al-Zephyra can cause numbness with prolonged contact, and almost all Al-Zephyra can pass through small spaces and metal as though they were open hallways. preferring to wear metal jewelry and gems to accentuate the light their bodies often exude, the Al-Zephra can sometimes be mistaken for Djinni. the Al-Zephyra often exhibit very emotional signs in their physicality, becoming stormy when angry or even dripping moisture similar to rainclouds when sad. it has been known for some variety to light us as though the sun shone from behind their cloudlike bodies when excited.
The Al-Zephyra are immune to airborne toxins and need only oxygen and water to survive, forgoing any other source of food, and often disliking covering clothing as it can make them feel claustrophobic and inhibit their breathing (which occurs through their skin rather than any mouth life orafice)
Ability Score Increase
Your Dexterity Increases by 2.
Storm Flesh
You are resistant to Lightning Damage and can pass through any non magical, non-airtight space or piece of metal with ease.
Winds of Life
You cannot be affected by any non-magical wind-based effects, additionally, you may ignore difficult terrain that requires you to walk across the ground and can hover over the earth, this does not grant a flying speed and you will quickly descend if hovering over open air.
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