Homebrew Elfrit Species Details
It is unclear if the Elfrit are a mutation of Qallar or an entirely new species. When born, they resemble the species of their parentage but once they hit puberty it becomes clear that an Elfrit is entirely different from their heritage. Elfrit tap into the primordial energy of Qallar and unleash it in ways never before seen. While not treated with hostility, the average citizen in Qallar views an Elfrit with suspicion, thinking that some malevolent force has swapped their children or cursed their womb.
While many Elfrit have retreated to the hostile jungles in the city-state of Mina'Elfrit, others have tried their best to integrate into their parent society or join traveling adventurers. No matter what they choose an Elfrit is as confused about what they are as the other species and will seek any information that will help them understand their true nature.
Elfrit Traits
Creature Type: Humanoid
Size: Medium or Small(Depending on Parent Species)
Speed: 30 feet
Primordial Ancestory
Your lineage stems from an elemental progenitor. Choose the kind of element from the Primordial Ancestors table. Your choice affects your Channel Element and Damage Resistance traits as well as your appearance.
| Dragon | Damage Type |
|---|---|
| Hamid'elfrit | Acid |
| Albarq'elfrit | Lightning |
| Nar'Elfrit | Fire |
| Sum'elfrit | Poison |
| Ajalid'elfrit | Cold |
| Sahar'elfrit | Force |
| Muqadas'elfrit | Radiant |
| Eaql'elfrit | Psychic |
| Raed'elfrit | Thunder |
| Mayt'elfrit | Necrotic |
Channel Element
When you take the Attack action on your turn, you can replace one of your attacks with an burst of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Primordial Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Channel Element a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Primordial Ancestry trait.
Strange Parentage
Choose a species that is capable of producing children (Bashar, Qitu, Kalb, Yaksha, Gandharvas, Ribhus, Ukht). You were born of this race and while different you share some of their qualities. Select a non heritage or lineage trait from your parentage (with DM approval).
Djinn Flight
When you reach character level 5, you can channel the same magic as your Djinn cousins to give yourself temporary flight. As a Bonus Action, sprout a swirling mass of your primordial element around your legs that last for 10 minutes or until dismiss the cloud (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
Primordial Warding
When you reach character level 5, you can channel your inner primordial to give yourself temporary immunity against the damage type of your Primordial Ancestry. As a Bonus Action, you create an energy shield that surrounds you for 1 minute or until you disable it (no action required) or have the Incapacitated condition. During that time, you are immune to the damage type associated with your Primordial Ancestry. Once you use this trait, you can't use it again until you finish a Long Rest.
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