Homebrew Water Elemental Species Details

 Water elementals are incarnations of the primal energies found on the Elemental Plane of Water. Usually, most are called on by spellcasters and powerful beings to take shape and perform tasks, and are returned to their home planes when slain or dismissed. However, in extremely rare instances the essence of one will remain, whether it is by the grace of an Elemental Lord, a strong enough will to remain, or just simple cosmic chance. Instead, its energies become tethered to the Material Plane, and it develops sentience.

 

Water Elemental Traits

As a water elemental, you manifest certain characteristics that are common among your race.

Alignment

Water elementals typically tend toward a neutral alignment.

 

Ability Score Increase

Your Constitution and another scores increase by 2. Your Intelligence score is reduced by 4.

Age

Elementals coalesce at fully maturity, and do not age. You are immune to magical aging effects.

Size

Made entirely of water, they weigh between 100 and 300 pounds. Your size is Small or Medium.

Speed

Your base walking speed is 30 feet.
You have a swimming speed of 50 feet.

Natural Armor

Natural Armor Class of 14 but cant get the bonus of wearing armor.

Darkvision

You have 60 feet of darkvision.

Way of the Water

You can use your action in a body of water to absorb some of the water into your body, healing 1d8. Can only be used once per long rest.

You know the Shape Water cantrip

Coalesce

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Languages

You can speak, read, and and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Water Form

You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Elemental Body

  • You have resistance to acid damage, as well as piercing, and slashing damage from nonmagical attacks.
  • You don't need to eat, drink, or breathe.
  • You are immune to poison and disease.
  • Vulnerable to bludgeoning, thunder and cold damage.
  • You don't need to sleep, and magic can't put you to sleep.
  • Upon taking cold damage, your speed is reduced by 20 feet until the end of your next turn.

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