D&D 5E 19 New Feats For Elemental Adventurers

paths of the elements by Leonardo Sa web.jpg

Access the powers primordial with EN5ider's latest foray into feats!

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Lately on EN5ider:
  • 587. Feats: Paths of the Elements. Elemental feats tap into the primordial forces of nature, granting adventurers unique abilities that reflect their connection to the elemental planes. Whether by conjuring flames, riding the winds, shaping the earth, or commanding the waters, practitioners of these feats can alter the course of battles and undertake heroic deeds that echo through legend. Deftly designed by Robert Adducci, illustrated by Leonardo Sa.
  • 586. Intriguing Organizations: Enlightened Order of Lanous. This secretive and widespread group of saboteurs live by two creeds: a worthy mind should not be held in bonds and to bow to no mortal. So it is that the Enlightened Order of Lanous maintains many archives and libraries, using their influence to spread knowledge and undermine tight-fisted tyrants in realms the world over (from hidden lodges each protected by owl-like CR 8 lanoia constructs). Dedicatedly designed by Marc Kenobi, illustrated by Leonardo Sa.
  • 585. Adventure: Crime Never Pays. Falkenberg merchant Gideon Speltz’s house has been burgled and he is desperate to reacquire some of the stolen items, posting fliers in all of the city's ale houses offering a reward for catching the miscreants. Chasing down the thieves responsible (the Shallowpot Street Kings) reveals what the wealthy trader actually wants to get back and the true treasure at the heart of it all. This adventure in Elissar for 4–6 PCs of 2nd level was discreetly designed by Thomas Pugh, illustrated by Francita Soto, and features the cartography of Russ Morrissey and Adela Quiles.
  • 584. Villain Spotlight: Gadabout the Planar Highwayman. One little fellow, one little demand, and what do you get? An endless parade through the planes because you've crossed paths with the one and only Gadabout, Planar Highwayman (CR 9) and sadist extraordinaire. This rampant thief's unending quest means he needs your coin and your relics—give them up or prepare to journey through the hells, hostile realms, and fretful kingdoms until you're ready to turn it all over. Dimensionally designed by Andrew Engelbrite, illustrated by Wootha.
  • 583. Puzzles: Curios and Cryptograms. Want something more involved than a riddle or a bit of moving stones about? Look no further than these three brilliantly satisfying puzzles: the scroll and sheaf, tablet of dark waters, and way of three statues! Where applicable there's even directions on how to make your own props to use at the table. Deviously designed by Tyler Omichinski, illustrated by Leonardo Sa.
 

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Mike Myler

Mike Myler





That sounds like a job for @Steampunkette and/or @Timespike ;)

(Adamant Mountain and Rapid Current may already be doing some of that job though depending on what you're thinkin)
I was thinking about Adamant Mountain and Biting Zephyr when I was wondering about elemental Combat Traditions. ;)However, the more I think about it, these Combat Traditions might be more like Cutting Omen or Arcane Knight in that they would be made up of maneuvers and stances influenced by the magic of the elements themselves.

That said, I do agree with you about who could be up to the job of designing them. :)
 

So I'll be entirely cards down on the "Elemental Bending" traditions, @Corinnguard and @Mike Myler:

I've been pounding my head on it for over a year at this point. Every time I start on making the four traditions I keep coming back to the issue that they're all "Samey".

Oh, sure. There's differences in some of the stances I keep rewriting or individual maneuvers between the different elements, but they're all -really- similar overall.

So recently I settled on the idea of doing -one- elemental bending tradition.

Specifically a tradition where if you're an Air bender there are maneuvers you -can't- use unless you also learn Fire, Earth, or Water bending. And the ability to learn the different elemental styles of the martial tradition through training which doesn't count against your martial traditions known.

But then some of the maneuvers are built to benefit any character who takes it and a few others are designed to benefit any character but the benefit is based, specifically, on your chosen element(s) which make that maneuver in particular more powerful as you learn more elements.

I'm also specifically trying to make maneuvers that involve each combination of any two elements. Like a stance for Air/Water that increases your unarmed strike reach by 10ft, and then a different Air/Fire maneuver which unleashes a massive elemental blast to strike and shove enemies away from you.

(In this context an Air/Water maneuver is usable by any air -or- water user, rather than requiring both. Same for Air/Fire)

... it's actually shaping up to be kind of neat and I'm hopeful.
 

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