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DnD Mystara Part 15 Elemental Aspects

Dungeons and Dragons – Mystara

Design Part 15 – Elemental Aspects

What is an Elemental Aspect

All the characters in the setting have an elemental nature, so they have a choice of Air, Darkness, Earth, Fire and Water. At Class Level 6, Level 11, and Level 16 you can swap your aspect, or giving a story reason and approval of the games master, start or continue down the combining of elements chain.

Air Aspected

Air aspected characters have affinity for the Sphere of Thought, and have taken on traits that improve their wisdom while having a greater chance of passing on their elemental traits to their offspring.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

Darkness Aspected

Darkness aspected characters have affinity for the Sphere of Entropy, and have taken on traits that improve their charisma while having a greater chance of passing on their elemental traits to their offspring.

Elemental – Darkness Aspected Traits

  • Ability Score Increase: Charisma +2
  • Touch of the Darkness (Darkness aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
  • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Dark Evolution: Counts as a Genasi for the purposes of using Darkness Genasi effects and magical items, but not as a Darkness Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Darkness Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Earth (18), Fire (19), Water (20)

Earth Aspected

Earth aspected characters have affinity for the Sphere of Matter, and have taken on traits that improve their constitution while having a greater chance of passing on their elemental traits to their offspring.

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Fire Aspect

Elemental AspectsFire Aspected Traits

  • Ability Score Increase: Intelligence +2
  • Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Fire Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Character Options – All Fire Aspected Sub-Races

Water Aspected

Associated Element – Water Aspected Traits

  • Ability Score Increase: Wisdom +2
  • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Water Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)

Dual Aspects

Dual Aspected Traits

  • Ability Score Increase: Gain both attributes from selected aspects
  • Touch of the Duel Elements: While taking a short rest in either of the aspected elemental areas, you can spend 1 HD to roll two dice and take the results of both.
  • Dual Evolution: Counts as a Genasi for the purposes of using either Genasi effects and magical items, but not as that type of Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 45% chance of your first Aspected child (1 to 9)
    • 40% chance of a second Aspected child (10 to 17)
    • 15% chance of a each of the remaining Aspected child (18, 19 and 20)

Tri Aspects

Tri Aspected Traits

  • Ability Score Increase: Gain attributes from all three selected aspects
  • Touch of the Three Elements: While taking a short rest in any of the aspected elemental areas, you can spend 1 HD to roll two dice and take the results of both.
  • Tri Evolution: Counts as a Genasi for the purposes of using any of the known Genasi effects and magical items, but not as a that type of Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 30% chance of your first Aspected child (1 to 6)
    • 30% chance of a second Aspected child (7 to 12)
    • 30% chance of a third Aspected child (13 to 18)
    • 10% chance of either of the remaining Aspected child (19 or 20)

Quad Aspects

Quad Aspected Traits

  • Ability Score Increase: Gain attributes from all four selected aspects
  • Touch of the Four Elements: While taking a short rest in any of the aspected elemental areas, you can spend 1 HD to roll two dice and take the results of both.
  • Quad Evolution: Counts as a Genasi for the purposes of using any of the known Genasi effects and magical items, but not as a that type of Genasi. With every offspring there is a d20 roll to determine their elemental aspect.
    • 25% chance of your first Aspected child (1 to 5)
    • 25% chance of a second Aspected child (6 to 10)
    • 25% chance of a third Aspected child (11 to 15)
    • 20% chance of a fourth Aspected child (16 to19)
    • 5% chance of a the untaken Aspected child (20)

Balanced Aspect

Balanced Aspected Traits

  • Ability Score Increase: Gain attributes from all four aspects and a +2 to Strength
  • Touch of the Elements: While taking a short rest in any of the aspected elemental areas, you can spend 1 HD to roll two dice and take the results of both.
  • 2nd Evolution: Counts as a Genasi for the purposes of using any of the known Genasi effects and magical items, but not as a that type of Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 20% chance of an Air Aspected child (1 to 4)
    • 20% chance of a Darkness Aspected child (5 to 8)
    • 20% chance of a Earth Aspected child (9 to 12)
    • 20% chance of a Fire Aspected child (13 to 16)
    • 20% chance of a Water Aspected child (18 to 20)

Design Decisions

This is a work in progress and will be revisited here as I develop the racial identities of the setting further.

Content Updates

  • 2021-08-27 – Update to layout and menu.
  • 2021-07-29 – Cleaning up spelling mistakes.
  • 2021-05-23 – Adding information to the damage types.
WRATH Design

Setting Design: Part 1 – Five Elements, Part 2 – Five Spheres, Part 3 – Pantheons, Part 4 – Divine Features, Part 5 – Reference Material, Part 6 – Races, Part 7 – Secret Crafts, Part 8 – Weapons Mastery, Part 9 – Setting, Part 10 – Timeline, Part 11 – Magical Item, Part 12 – Classes, Part 13 – Downtime, Part 14 – Immortality, Part 15 – Elemental Aspects, Part 16 – Immortal Patrons

Kingdom Building: Part 1 – Mapping

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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