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Feat

Introduction Elemental Specialist


The wind howls as a heavily armored woman scales the You are a specialist in dealing with elements and their
side of a mountain. The chill blowing past her as small effects, and gain the following benefits: Whenever you
rocks fall around her, the top is but moments away. “I complete a long rest, select one of the following types
sure hope this is worth it” the woman mutters to of damage, Cold, Fire, Lightning, or Thunder. You gain
herself, as she lifts herself up onto the peak. Crawling a resistance to that type of damage until you complete a
few feet away from the edge, and sitting, she turns to long rest. Additionally, the first weapon or spell attack
look at the challenge she had overcome. The soft you make against a target deals an extra 1d4 damage of
snowfall, brisk breeze, and view of the dotted trees the chosen type on a hit.
took her breath away. Marveling at the view, she almost
didn’t notice as a small tray of tea was set beside her, a
man sitting to watch the view with her. “Incredible, is it
not?” He states, looking along the horizon. “Soon, you
will learn how to control all you can see, but first…
some tea.”
“The Teachings of the Four Elements” is a new
homebrew pack jam packed with elemental themed
abilities ready to be added to your dungeons and
dragons game. This collection includes one new item
“The Ring of the Elements”, one new feat “Elemental
Specialist”, a new monster “Elemental Abomination”,
and a Fighter martial archetype “Elemental Warrior”.
We hope you enjoy this homebrew expansion for
Dungeons and Dragons 5e.

Item

Ring of the Elements


Wondrous Item, Legendary (Requires Attunement)
This ring contains the raw power of the elements.
While you are attuned to this ring, you suffer none of
the effects of severe weather. Additionally, this ring has
7 charges. As an action, you can spend a charge to cast
one of the following spells: Elemental Weapon,
Erupting Earth, Fireball, Lightning bolt, Sleet Storm, Or
Tidal Wave. You can use an additional charge to cast
the spell at a higher level (+1 level per charge used).
Each dawn, the ring recharges 1d4+1 charges.
Monster Siege Monster. The elemental deals double damage to objects and
structures.
Elemental Abomination
On rare occasions, the elemental planes converge for but
a moment. When this occurs, elementals from the planes
can find themselves transported to the material plane. If
these elementals come into contact with one another, and
Actions
merge into a large abomination of the elements.
Multiattack . The Elemental makes two attacks, choosing from the
Elementals formed in this way are considered extremely following:
deadly, and should be avoided unless absolutely
necessary. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
25 (4d8 + 5) bludgeoning damage.
It appears as if the shape of a forming tornado, air circling Flame Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one
around its center, an amalgamation of the elements under target. Hit: 19 (4d6 + 3) fire damage. If the target is a creature or a
its control. Swirling around the core, flame, water and flammable object, it ignites. Until a creature takes an action to
douse the fire, the target takes 14 (2d12) fire damage at the start
broken stone smash into itself, holding itself together as if
of each of its turns.
by a thread and causing steam to rise above it.

Monster

Elemental Abomination
Huge Elemental neutral evil
Armor Class 17 (Natural Armor)
Hit Points 178 (15d10+60)
Speed 50ft, fly 30ft.
Initiative +3

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 19(+4) 5 (-3) 10 (0) 8 (-1)

Damage Resistances Bludgeoning, Piercing, and Slashing from


Nonmagical Attacks
Damage Immunities Cold, Fire, Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial (Aquan, Ignan, Auran, Terran)
Challenge 12 (8,400XP) Proficiency Bonus +5

Air Form. The elemental can enter a hostile creature's space and
stop there. It can move through a space as narrow as 1 inch wide
without squeezing.
Fire Form. The elemental can move through a space as narrow as 1
inch wide without squeezing. A creature that touches the
elemental or hits it with a melee attack while within 5 feet of it
takes 14 (2d12) fire damage. In addition, the elemental can enter a
hostile creature's space and stop there. The first time it enters a
creature's space on a turn, that creature takes 14 (2d12) fire
damage and catches fire; until someone takes an action to douse
the fire, the creature takes 14 (2d12) fire damage at the start of
each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius
and dim light in an additional 30 feet.
Martial Archetype only be damaged by attacks you direct it to take for
you. If the shield is dropped to zero hit points, it falls to
Elemental Warrior the ground, a pile of rubble. If a minute passes after you
The elemental warrior is a fighter who has learned to summon the shield, it disappears, returning to the
augment their weapons and defenses with the plane of earth. After you use this ability, you cannot use
elements. These fighters are unparalleled in using the it again until you complete a short or long rest.
material planes' graces to their advantage.
Water Blade
Gale of Speed 15th-level Elemental Warrior Feature
3rd-level Elemental Warrior Feature At 15th level you can imbue a melee weapon you hold
At 3rd level, you gain the ability to infuse your feet with with the force of water, making it an unstoppable
the speed of the wind. As a bonus action, you gain the flowing force. As a bonus action, you can cause water to
following benefits for three rounds: spring from your weapon, increasing its range by 15
feet for one minute. When you hit a creature with an
- Your speed increases by 20 feet attack using this weapon, you deal an extra 2d8
- You do not suffer damage taken from falling magical bludgeoning damage, and can attempt to
- You gain a flying speed of 20 feet grapple the creature if it is medium size or smaller. If a
- Opportunity attacks against you are made with creature is grappled by the weapon, you can use an
disadvantage action to throw them up to 10 feet away from their
current location, dealing 2d6 bludgeoning damage.
Once you use this ability, you cannot use it again until Once you use this ability, you cannot use it again until
you complete a short or long rest. you complete a short or long rest.

Armor of Flame Elemental Mark


7th-level Elemental Warrior Feature 18th-level Trickster Feature
At 7th level your armor (or clothing if you do not wear At 18th level you call upon the power of all the
armor), can be heated to the point of burning. As a elements to deal devastating damage to their foes. As
reaction, when someone hits you with a melee attack an action, you may place a mark on a single creature
or melee spell attack, you can cause a burst of heat to you can see within 60 feet of you. The first time you hit
explode out from the armor. If you choose to do this, a marked creature, the mark explodes in a small
every creature within 5 feet of you must make a elemental storm, spreading across their body, dealing
Dexterity saving throw or take 3d4 fire damage. The DC an extra 3d6 fire damage, 3d6 slashing damage, 3d6
for this save is equal to 8 + Your Constitution Modifier bludgeoning damage, and 3d6 cold damage. Every turn
+ Your Proficiency Bonus. You can use this ability a thereafter until the mark disappears, the creature takes
number of times equal to your Constitution modifier 1d6 damage (the damage type is your choice of fire,
(Minimum of 1) per long rest. cold, slashing, or bludgeoning). This damage is
considered magical for the purposes of overcoming
Earthen Shield resistances and immunities. The mark lasts for one
10th-level Elemental Warrior Feature minute, or until you end it as a bonus action. Once you
At 10th level can form a shield of stone created from use this ability, you cannot use it again until you finish
rocks of the plane of earth. As a bonus action, you a long rest.
manifest this 3 foot by 3 foot shield, rotating around
you. While the shield is floating, you are considered to
be under half cover. As a reaction, you can command
the shield to block an attack targeting a creature within
10 feet of yourself. The shield has hit points equal to
half your fighter level (rounded up) times 5, and can

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