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View Full Version : D&D 3.x Other 3.5 version of a 5e homebrew race I came across while looking for something else



Aniikinis
2017-12-16, 12:03 PM
Not going to lie, I'm seriously not sure why I did this but I did it. I thought it would be fun and it was. So yeah.

I cannot speak to the balance of this race that I found but here's a 3.5 version of it with slightly toned down stuff due to the power of the typing: :Lonk to da race heer :smalltongue:" (https://www.dandwiki.com/wiki/Elementling_(5e_Race))

Elementlings
Elementling characters possess the following racial traits:

Each subrace has it's own ability adjustments
Medium Elemental
Speed: 30 feet
Special Qualities: Lesser Elemental Traits, Energy Resistance, Elemental Channeling, Elemental Shroud, Subrace
Automatic Languages: Common and the elemental tongue of their type. Bonus Languages: Any non-secret
Favored Class: Any
Level adjustment: +0 (leaning towards +1 or 2)


Elemental Channeling (Su): Spells cast with a descriptor that matches either your elemental type and/or your elemental damage are cast at +1 caster level, this trait does not stack with itself.

Elemental Resistance (Ex): Elementlings have an innate resistance to the elemental energy of their elemental type equal to 5 plus their character level.

Elemental Shroud (Su): Once per day, an elementling may choose to radiate with elemental energy, for the remainder of the turn every attack dealt by the elementling deals additional energy damage. This deals +1d4 damage, plus an additional +1d4 for every 5 levels the elementling has. At levels 6, 12, and 18 the damage die increases by one step and at every even level you gain an additional use of this ability.

Lesser Elemental Traits: Elementlings count as elementals for all spells and effects that target elementals as well as all effects that target humanoids, however they don't have all of the normal traits of the elemental typing.

Elementlings have the following traits for their type:

Low-light vision
Immunity to sleep.
Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Elementals do not sleep.


Subrace: Most of the Elementling's racial traits are keyed off of their subrace. At first level, you must choose a single subrace from below. Each of the subraces gives extra traits unique to that subrace in addition to the base racial traits.

Subraces:

Auric
Ability Adjustments: +4 Dex, +2 Cha, -4 Int
Elemental type: Air
Elemental Energy: Lightning
Quick as the Wind: Your base land speed increases by 5 feet. At level 15 you gain a fly speed equal to your base land speed with good maneuverability.
Air Bubble: You have a bubble of clean, breathable air around you that extends for 10 feet in all directions that is displaced by liquids but cannot be contaminated by poisons or other gases. This bubble gives a bonus to checks made to track you using the Scent ability a +5 untyped bonus per character level and you may be tracked by scent an additional range equal to 10 feet per character level (x2 if upwind, x.5 if downwind, as per scent rules).

Darkling
Ability Adjustments: +4 Str, +2 Int, -4 Con
Elemental type: Negative
Elemental Energy: Negative (Does not heal)
Dark Eye: 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 within 120 of a light source. You gain darkvision 60 feet. You discern all colour in darkness, even through darkvision.
Like a Shadow: You have a +2 racial bonus to hide checks while in darkness. In addition, once per day, as a standard action, you may become invisible for up to 5 minutes per character level while within an area of shadow or darkness, which you may end as a free action at will. This immediately ends if you enter an area of low or brighter light.

Earthborne
Ability Adjustments: +4 Con, +2 Str, -4 Cha
Elemental type: Earth
Elemental Energy: Acid
Durable as Rock: Increase your maximum Hit Points by 2 at level one. Each time you gain a level, increase your maximum Hit Point by 1 additional point. You may count yourself as though you have the Toughness feat for any prerequisite requiring it.
Earthen Sense: Once per day you can take a standard action to sense any nearby stone or metal objects (excluding walls, floors, ceilings, the ground, etc.). Restrictions and duration are identical to those you have while using a detect spell (lead and stone do not block this ability). In addition, you gain the tremorsense ability with a range of 5 feet per character level for 5 minutes per 4 character levels (min 5 mins)

Firebrand
Ability Adjustments: +4 Str, +2 Cha, -4 Wis
Elemental type: Fire
Elemental Energy: Fire
Thirstless (Ex): You do not require any sort of liquid to survive, though you may still drink if you wish.
Power of Fire: You may cast Burning Hands as a spell-like ability a number of times per day equal to 3+Cha. If you do not have any spellcasting class, then your casting stat for this ability is Charisma.

Radiant
Ability Adjustments: +4 Cha, +2 Con, -4 Dex
Elemental type: Positive
Elemental Energy: Positive (Does not heal)
Let There Be Light (Su): You give off light as a candle for a radius of up to 5 feet per character level. You may choose to lessen this radiant light down to a radius of 5 feet, but cannot shut it off completely. You take a penalty equal to the radius of the light given off divided by 5 on all hide checks you make. At level 10 you may choose to shed light as a lantern up to your maximum radius, but you take double the penalty that you would normally due to you shedding shadowy light to double the radius of your bright light.
Colourful Light: Once per day, you may cast Colour Spray as a spell-like ability. If you do not have any spellcasting class, then your casting stat for this ability is Charisma.

Aqual
Ability Adjustments: +4 Cha, +2 Wis, -4 Str
Elemental type: Water
Elemental Energy: Cold
Quicksilver: Once per day, during an initiative roll where you are surprised, you may roll and take a turn as if you were not surprised.
Waterborn: You gain the amphibious quality and a swim speed equal to your base speed.