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Attuned

Attuned are born with a living spark from one of the Elemental Realms woven into their bodies. This influence shapes their appearance in countless ways. Some show clear elemental traits, their bodies marked by living flame, shifting vapor, flowing water, or stone-like skin. Others display subtler signs such as hair that moves without wind, metallic undertones in their skin, faint motes of embers, drifting mist, static flicker, or tremors underfoot.

No two Attuned look the same, even those bound to the same realm. One fire-touched child may burn like a candle flame, while another only sheds sparks when excited. Water-touched Attuned range from fluid bodies to people who always seem damp. Air-touched may distort sound or shed tiny arcs of static. Earth-touched may resemble living statues or simply leave grit and vibrations in their wake.

Their powers manifest early and often unpredictably. Most Attuned communities form in remote places where young Attuned can learn control without endangering others. They mature at the same rate as humans, though their lifespans differ by realm: fire-touched often live up to about 180 years, air-touched to about 200, water-touched to about 220, and earth-touched to about 240.


Attuned Traits

Creature Type. Humanoid.

Size. Medium (4 to 7 feet tall) or Small (2 to 4 feet tall).

Speed. Your walking speed is based on your element: Fire 30 ft., Water 30 ft., Air 35 ft., Earth 25 ft.

Elemental Attunement. Choose Fire, Water, Air, or Earth. This choice determines several traits you gain.


Elemental Sensory

Your elemental nature sharpens one of your senses:

Fire: You can see clearly through smoke, ash, steam, and other light heat-based obscurants.
Water: Your vision is unaffected by fog, mist, rain, or natural underwater distortion in clear water.
Air: You sense subtle shifts in pressure. You have advantage on Perception checks to detect creatures within 10 feet that disturb the air.
Earth: You sense minute vibrations. You have advantage on Perception checks to detect creatures within 10 feet that share your surface.


Elemental Resilience

Your body is adapted to your realm’s hazards:

Fire: Resistance to fire damage; immune to nonmagical heat and burning surfaces.
Water: Resistance to cold damage; you can breathe underwater and ignore natural cold and shallow water pressure.
Air: Resistance to lightning damage; unaffected by strong winds and sudden pressure shifts.
Earth: You have natural hardening in your body. Whenever you take nonmagical bludgeoning, piercing, or slashing damage, you reduce the damage taken by 2.


Elementalurgy

You can produce and manipulate a small amount of your element, similar in scope to the harmless effects of minor cantrips. This is biological, not magical.

Fire can create sparks or small flames.
Water can produce droplets, mist, or small amounts of liquid.
Air can create drafts, static pops, or subtle pressure shifts.
Earth can form dust, grit, pebbles, or thin layers of soil.

These effects may obscure vision, warm or chill surfaces, dampen sound, scatter light debris, or create minor inconveniences. They never deal damage, impose conditions, or function as attacks.


Elemental Enlightenment

At 3rd level your elemental nature becomes a fully controlled extension of your body. You gain Elemental Bolt, Elemental Shaping, and Elemental Traversal. These features are not spells.


Elemental Bolt

As an action, you release a concentrated burst of elemental energy at a creature you can see within 30 feet. Make a ranged attack using Dexterity or Constitution (your choice each time). On a hit, the target takes elemental damage based on your level.

Damage type: Fire → fire, Water → cold, Air → lightning, Earth → bludgeoning.
Elemental Bolt cannot critically hit and never adds ability modifiers to damage.

Elemental Bolt Damage

Level 3: 2d8 Level 5: 2d10 Level 7: 3d10 Level 9: 3d12 Level 11: 4d12 Level 13: 4d12 Level 15: 4d12 Level 17: 6d12

The bolt’s appearance is yours to choose.


Elemental Shaping

As a bonus action, you reshape, move, animate, or disperse up to 5 cubic feet of your element within 30 feet. This never deals damage, forces saves, or counts as an attack.

You can create temporary, non-living elemental constructs. These have no combat integrity. If a creature targets a shaped construct with an attack, harmful effect, or force, it is instantly destroyed without affecting the attacker.

Shaping cannot restrain, block, provide cover, or grant mechanical benefits, but it can create decoys, illusions, sculptures, tools, environmental changes, or other noncombat utility.


Elemental Traversal

As a bonus action, you move up to 15 feet using your element. This is physical movement, not teleportation. It provokes opportunity attacks. This movement is separate from your normal movement and does not reduce or replace your walking speed. You can use Elemental Traversal only once per turn, and must end the movement in a space you can stand in.

Fire: Fireburst Dash. You compress into a blazing sphere and rocket up to 15 feet. Creatures whose space you move through must succeed on a Strength save (DC 8 + PB + Con mod) or be pushed 5 feet away from your path. No damage is dealt. You may rise or fall up to 5 feet. A brief scorch trail fades at the start of your next turn.

Water: Slipstream. Your body liquefies as you slide up to 15 feet. You may move through the space of any creature regardless of size. You must stay in contact with a surface. If you pass through a gap too narrow to reform safely, you re-solidify in the nearest open space and the movement ends.

Air: Lightning Step. You surge forward in a jagged, split-second arc of bioelectric force, moving up to 15 feet. You physically pass through the space at extreme speed, leaving a crackling arc behind. You ignore nonmagical difficult terrain during this movement.

Earth: Stoneglide. You merge with the ground and ride shifting stone up to 15 feet, able to curve or change direction as long as you stay in contact with solid ground. You can’t cross gaps wider than 1 foot. You ignore nonmagical difficult terrain made of stone, earth, sand, or clay.

DM Notes: Running an Attuned at Your Table

The Attuned are designed to offer strong narrative flavor and expressive utility without overshadowing class features. The following guidelines help clarify how their abilities function during play.

Elemental Bolt • Elemental Bolt is an attack, not a spell. It uses an action, cannot critically hit, and never adds modifiers to damage.
• It is weaker than a cantrip at early levels and stronger at later levels, but balanced around being a single-target option with no secondary effects.

Elemental Shaping • Shaping is intentionally powerful as a narrative and creative tool but has no combat integrity.
• Constructs made from shaping are non-living, weightless or fragile depending on the element, and disappear if targeted by force or harm.
• Shaping cannot restrain creatures, impose conditions, deal damage, or provide combat benefits such as cover, flanking, grappling, or difficult terrain.
• Anything a player creates exists only for narrative or exploratory use: distractions, decoys, warnings, tools, illusions, artwork, footprints, temporary structures, messages, or environmental manipulation.

Elemental Traversal • Traversal is bonus-action movement that does not replace the Attuned’s normal movement. It cannot be used more than once each turn.
• Traversal provokes opportunity attacks unless the movement itself would logically avoid them (for example, moving under a creature using Slipstream does not avoid the OA unless it leaves the threatened area).
• Traversal is physical movement, never teleportation, and must respect barriers, terrain, and line of travel appropriate to the element.

Balance Expectations • Attuned are slightly stronger than an average species in narrative flexibility but stay balanced in combat due to firm limitations.
• Elemental Bolt scales without overtaking class abilities because it has no crits, no modifiers, and no area effects.
• Elemental Shaping provides creativity, not combat advantage.
• Traversal offers mobility equivalent to a light version of a Monk or Rogue feature but without the stealth, damage, or action economy edge.

Adjudication • When in doubt, allow expressive shaping that does not affect combat.
• If a player uses shaping creatively to solve a problem, reward the idea but ensure it stays non-damaging and non-restraining.
• For traversal, treat it exactly like movement: it can be blocked, interrupted, or penalized by effects that restrict movement unless the feature itself specifies otherwise.

The Attuned thrive at tables where creativity matters. If kept within these guidelines, they remain flavorful, flexible, and fair.

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There are a lot of problems to address to make this evaluable, and what is evaluable is too complex, and usually too powerful

  1. Base speeds: Basically no one gets a base speed below 30' anymore in 5E-2024, because it causes all sorts of issues with chasing down standard enemies in combat. Think carefully about this one.

  2. "Your vision is unaffected by ... natural underwater distortion in clear water." It's clear water? How simulationist a table are you running where the refraction of light comes up?!? The original version of the Triton race had a fluff add-on like this, with Guardian of the Depths mentioning, as an add-on to the cold resistance, "you can ignore any of the drawbacks caused by deep, underwater environment", but they removed it later because it implied the existence of rules that would create said drawbacks when there weren't any (this is D&D, if you can get that deep at all, nobody is trying to make rules for death from ocean pressure). This clause creates the same confusion.

  3. "You have advantage on Perception checks to detect creatures within 10 feet that disturb the air." What does "disturb the air" mean? Moving? Breathing? Or only vigorously flapping wings? Far too ambiguous. And it's only 10 feet; feels like it's mostly about detecting invisible opponents or opponents in pitch blackness, but the range is so short that it won't help with, say, detecting an ambush to avoid surprise in most cases. And since almost no one will blow an action to make an active Perception check midcombat, it feels like this will mostly be a boost to passive Perception, giving you a weaker version of the 2014 Rogue's Blindsense ability (a crappy "you know where your opponent is, but you'll still be at disadvantage attacking them because it's not blindsight" sort of ability).

  4. "You sense minute vibrations. You have advantage on Perception checks to detect creatures within 10 feet that share your surface." This feels like reimplementing tremorsense, but in a less useful way.

  5. "ignore [...] shallow water pressure." This is right back to the Triton mentioned in #2. You can describe it as fluff, but you shouldn't imply rules the game completely lacks. Same goes for the similar Air ability to ignore pressure shifts. The Air ability to ignore strong winds is unclear on whether it's just fluff for natural weather or even works against spells like Gust of Wind.

  6. More on Elemental Resilience: Water and Earth are the clear winners here, Fire close behind (Fire is the most common non-weapon damage type IIRC), and Air loses badly. Earth in particular is granted an always-on, two-thirds as good version of the Heavy Armor Master feat that doesn't doesn't impose any requirements (like, say, actually wearing armor). Water is super-situational (99% of the time, it won't matter), but in the 1% of the time, it's a life-saving superpower (I say, having avoided drowning in a sewer battle in a previous campaign because my Paladin was a Triton and functioned perfectly even being dragged underwater by a sewer kraken, vs. dying in a very similar situation in a 2E game because humans can't do the same).

  7. Elementalurgy - Way too vague, and unnecessarily wordy. Just grant them the Elementalism cantrip, and, if you really insist, limit it to working with their element.

  8. Elemental Bolt is so bad I need sub-bullets:

    • The damage is way too high for an infinite use ability. You just gave every member of this race an ability similar to a cantrip, but better than every other cantrip user save Warlocks with Eldritch Blast+Agonizing Blast (and it's pretty close to that too; at 20th level with Cha 20, the Warlock's average damage when all beams hit is 42; 6d12 averages 39 damage). Your DM notes say it's "weaker than a cantrip", but it absolutely isn't; outside the Warlock combo, no cantrip in the game does more than 1d12 at level 3 (when they get this ability doing 2d8, average 9 damage, while 1d12 is only 6.5 average), and they all peak at or below 4d12+STATMOD. And the STATMOD part is only for rare cases like the Evoker, most casters never add their casting modifier, so this ability is a solid 50% better that most casters can ever do.
    • "Elemental Bolt cannot critically hit and never adds ability modifiers to damage". If you don't want crits, just make it a save-based ability, rather than an attack. Attacks crit, saves don't. Introducing unique mechanics that apply to only your ability, with no strong rationale backing them (why are you saying no crits?) is needlessly confusing/complicated.
    • Attacking with Con is really unusual. The Dhampyr's bite attack is the only other one I know of, it's melee only, and it does way less damage (1d4, arguably enhanceable for Monks as a monk weapon). Con is already "everybody's second most important attribute" (for SAD classes) and third most important even for MAD classes; if it can replace your attack stat, you risk folks deciding to build around this in weird and abusive ways. Keep it Dex based, or let them choose which normal attack ability to use.
  9. Elemental Shaping: Too complex, and too imbalanced among races ("Oh joy says the Air version; I can push air around"). Just grant a per-element cantrip, e.g. Mold Earth for Earth, Gust for Air, etc.

  10. Elemental Traversal is again, insanely complicated. Your clause about doing it only once per turn is unnecessary (bonus actions are already limited to once per turn). It's adding an insane amount of extra mobility, but tying it to a bonus action means it's far less useful to bonus action-heavy classes (e.g. Rogue) than it is to other classes that rarely use bonus actions. And describing minute details of the per-element version that largely don't matter (and when they do, they absolutely should not be an unlimited use bonus action like the Fire ability) is just unnecessary. This heavily steps on the toes of classes like Monk and Rogue with bonus action Dash, and is a fairly powerful racial ability very similar to giving a higher base speed (and making the Earth race's lower base speed less important, and the Air's higher speed less valuable). I'd drop it entirely, personally.

TL;DR This race feels like someone thought "Genasi are too weak and generic", and went way too far in the other direction. If you think your race is so complex it needs a page of DM guidance to run it, maybe think again.

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    \$\begingroup\$ I'd also throw in that 2024 5e doesn't differentiate between magical/non B/P/S damage, so things that rely on "nonmagical B/P/S" are a) out of date, and b) obsolete for attacks since the new statblocks just have blanket resistance/immunity. Also Earth resilience is almost a feat's benefit (Heavy Armor Master with fewer restrictions) \$\endgroup\$ Commented 2 days ago
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    \$\begingroup\$ @MissMisinformation: Ah yeah, had that thought and got distracted tracking down the implications of Elemental Bolt's physical damage type for Earth rather than an "elemental" type in 5E-2024 (and realized they've basically removed the distinction between magical and nonmagical and also modified many monsters to remove physical resistances entirely, rather than making them blanket; it was very weird to note that silver is now mostly meaningless against werewolves, vs. absolutely essential [if you lack magic weapons] in 5E-2014). \$\endgroup\$ Commented 2 days ago
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    \$\begingroup\$ And yeah, I did call out that the Elemental Resilience is way better for Earth (and Water) than the others. Water is more situational (water breathing is completely useless 99% of the time, and a total lifesaver and massive buff in that last 1% of cases), while Earth is a broadly useful, always on benefit. Both of them are better than the other options which boil down to a single resistance (with Fire being better cause fire damage is more common). \$\endgroup\$ Commented 2 days ago
  • \$\begingroup\$ Basically no one gets a base speed below 25 anymore in 5E-2024 - Did you mean below 30? Because the question's slowest base speed is 25, not below 25. (And no races had a base speed below 25 in 2014 either.) In terms of chases, all the races have a 15-foot bonus-action half-dash effect that can be used in most circumstances, unlimited uses, so should have no problem keeping up except with rogues / monks. (Which seems very powerful, BTW, giving a big part of Cunning Action everyone playing this race.) edit: you mentioned both those last 2 points. \$\endgroup\$ Commented 22 hours ago
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    \$\begingroup\$ @PeterCordes: Yeah, that was a mistake. I meant below 30, but thought about the actual speed, and typed the wrong number. And yeah, Elemental Traversal makes up for that, and then some, while just making everything more complicated, which is a common theme here. \$\endgroup\$ Commented 7 hours ago
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Not really - the issue with it is that it's very vague

I won't fully review every single feature, I'll just say that this at the same time too much, poorly defined and using ambiguous, non-standard wording. You're putting a lot of burden on the DM to adjudicate the use of these features, and they appear to be a mix of nearly useless ribbon-type and close to overpowered.

It also doesn't really follow the general species template, if you look at the official species, they tend to have 3 to 5 features, with clearly stated scope and most features are described by 1 or 2 sentences, you have 7 distinct traits that take whole long paragraphs to define and they are still unclear - you state something is a ranged attack without stating its range for example. Elementalurgy is really unclear in what it can and cannot do as another example.

Your 4 types are different to the point that they have almost nothing in common, they are basically 4 separate species - consider a comparison to Tiefling as a species with different variants - 2 out of its 3 traits are shared, the third one is a common template of 1 resistance, 1 cantrip and 2 spells.

I would suggest having another look at the official species and paring this down, getting rid of ambiguities and clearly defining each trait. If you want to give it the use of a spell or a cantrip, just say "It can cast X spell Y times a day / at will / once per short rest etc." Stating it as a power that mimics a spell but is really an attack that cannot crit hit and so on just muddies the water.

I think you focus too much on the flavour rather than the mechanics and this is where most of the issues come from.

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    \$\begingroup\$ Good point. Though to be fair to OP, which feature has ranged attack with undefined range? Elemental Bolt has a range of 30 feet. \$\endgroup\$ Commented 2 days ago
  • \$\begingroup\$ I appreciate you taking the time to reply. You are probably right. I will go back to the drawing board. \$\endgroup\$ Commented 2 days ago
  • \$\begingroup\$ @justhalf Fair enough, I missed that. \$\endgroup\$ Commented 2 days ago

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