Earth
When EHP hits 0, an earth elemental's abilities will begin gradually taking PHP overtime, and any further actions will have STR disadvantage until EHP can be recovered.
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If abilities that take EHP are used when EHP is at 0, then the loss of PHP and disadvantages will get worse each time.
Geokinesis
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The ability to control rocks and minerals
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+3 STR/ATK while in use
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Consumes 0 Elemental HP
Ferrokinesis
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The ability to control metal
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+1 STR/ATK and +2 DEF while in use
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Consumes 0 Elemental HP
Chlorokinesis
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The ability to control plants
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+2 DEX and +1 MIND while in use
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Consumes 0 Elemental HP
Pillar
Mantle
Vines
Beastmaster
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Create a quick pillar of rock to block an attack.
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Grants advantage on DEF.
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Consumes 2 Elemental HP
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Surround yourself with a crust of metal or rock for 2 full turns.
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Grants +5 for ATK/STR and DEF, but disadvantage on DEX.
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Consumes 3 Elemental HP
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Rapidly grow vines straight from the ground.
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Completely immobilize a target for 1 turn, or help hold something together.
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Consumes 2 Elemental HP
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Summon the animals around you to do whatever you say.
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Grants advantage on the stat of your choice.
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Consumes 2 Elemental HP
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Grants the passive ability to understand and speak with animals.
Golem
Volcano
Magma
Earthquake
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Rock their world! Literally!
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Triggers all enemy characters to roll d100!
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All affected characters will be at DEX disadvantage for 1 turn.
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Consumes all Elemental HP.
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Grants the ability to create and manipulate magma at will.
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Triggers all enemy characters to roll at disadvantage for 2 turns
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OR use it as an attack to target up to 3 enemies with + 5 ATK/STR
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Consumes 5 Elemental HP
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Create a small volcano to erupt a molten element of your choice.
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Target up to 3 opponents, or objects
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+7 ATK/STR bonus
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Consumes 5 Elemental HP​
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Create a giant golem out of organic matter to do your bidding.
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Your golem acts as a separate character, with 10 HP, 20 STR/ATK, 20 DEF, 15 DEX and 5 MIND.
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Consumes all Elemental HP