Elementals
Source: The Gods Are Bastards - Web Serial
Type: Elemental Fae Entity
Sentience: Limited to Yes (varies by element and power level)
Physical Description
Similar to Ancestral Spirits, it is not clear if Elementals exist outside of the druid who conjures them. They are conjured through sophisticated rituals as a way of communing with the elemental forces of the world. Whether they are actual independent entities or manifestations created through the druid's connection to elemental magic remains uncertain.
Elementals are beings composed of a single element—fire, water, air, earth, shadow, light, or plant. Their appearance varies dramatically based on their element: - Fire Elementals: Appear as living flames, sometimes taking shapes that resemble creatures or humanoid forms - Water Elementals: Appear as flowing water, often taking liquid or semi-liquid forms - Air Elementals: Appear as swirling wind, mist, or air currents given form - Earth Elementals: Appear as moving stone, earth, or rock formations - Shadow Elementals: Appear as living darkness, voids of shadow that move and flow - Light Elementals: Appear as concentrated light, radiant energy given form - Plant Elementals: Appear as living vegetation, trees, vines, or plants that move and act with purpose
Elementals can be shaped by practitioners into various forms and used for tasks. Their sentience varies by element and power level—more powerful elementals are more sentient, while weaker ones may be barely conscious.
When serving as familiars, elementals may take on more concrete animal forms while maintaining their elemental nature.
Personality
Elementals desire to be one with their elements. They are driven by the primal nature of their element: - Fire Elementals: Passionate, energetic, destructive, transformative - Water Elementals: Fluid, adaptive, healing, cleansing - Air Elementals: Free, flowing, changeable, ethereal - Earth Elementals: Stable, patient, protective, enduring
Elementals may form bonds with druids who understand and respect their elemental nature. More sentient elementals can develop personalities over time, while less sentient ones act more on instinct and elemental drive.
Location
Elementals are conjured through sophisticated rituals performed by druids. These rituals must take place in areas rich with the element being called upon: - Fire: Volcanos, hot springs, forges, places of great heat or flame - Water: Rivers, lakes, oceans, springs, wells, places of flowing water - Air: High places, mountaintops, during storms, areas with strong winds - Earth: Deep caves, rocky terrain, stone circles, places rich with earth or stone - Shadow: Areas of deep darkness, shadowy valleys, places where light cannot reach - Light: Areas of bright sunlight, open plains at noon, places of radiant energy - Plant: Deep forests, ancient groves, places where plant life is abundant and vibrant
The ritual serves as a way of communing with the world and its elemental forces, creating a connection that allows the druid to shape and work with elemental energy.
Element Variants
Elementals come in four main elemental variants. Choose your elemental's element type during character creation: Fire, Water, Air, or Earth.
All elementals grant the same special abilities regardless of element, but their granted spells differ based on element type.
Bond Tiers and Rewards
As a Druid's bond with an Elemental strengthens, they gain cumulative abilities and spells. All Elementals grant the same special abilities, but spells vary by element.
Tier 1: Initial Bond (Minimum Level 1)
Special Ability: Elemental Resistance You have resistance to your element damage type.
Granted Spells: See element variant below
Tier 2: Growing Bond
Special Ability: Elemental Form Once per short rest, as a bonus action, you can partially merge with your element for 1 minute. Gain +2 AC and advantage on saves against your element.
Granted Spells: See element variant below
Tier 3: Strong Bond
Special Ability: Summon Lesser Elemental Once per day, you can summon a Small elemental of your type for 1 hour. It obeys your commands.
Granted Spells: See element variant below
Tier 4: Deep Bond
Special Ability: Elemental Unity You gain immunity to your element type. You can cast Conjure Elemental once per day without expending a spell slot.
Granted Spells: See element variant below
Spell Slot Bonuses
In addition to granted spells and special abilities, your Elemental patron grants bonus spell slots based on bond strength:
- Tier 1: No bonus (baseline)
- Tier 2: +1 spell slot at highest available level
- Tier 3: +2 spell slots distributed across levels
- Tier 4: +3 spell slots distributed across levels
Element Variant Spells
Choose your element variant at character creation. The spells granted at each tier depend on your chosen element.
Fire Elemental
- Tier 1 Spells: Burning Hands, Produce Flame
- Tier 2 Spells: Flame Blade, Scorching Ray
- Tier 3 Spells: Fireball, Conjure Minor Elementals
- Tier 4 Spells: Wall of Fire, Conjure Elemental
Water Elemental
- Tier 1 Spells: Create or Destroy Water, Shape Water
- Tier 2 Spells: Aqueous Orb, Water Walk
- Tier 3 Spells: Wall of Water, Conjure Minor Elementals
- Tier 4 Spells: Control Water, Conjure Elemental
Air Elemental
- Tier 1 Spells: Gust, Feather Fall
- Tier 2 Spells: Warding Wind, Dust Devil
- Tier 3 Spells: Call Lightning, Conjure Minor Elementals
- Tier 4 Spells: Storm Sphere, Conjure Elemental
Earth Elemental
- Tier 1 Spells: Mold Earth, Catapult
- Tier 2 Spells: Maximilian's Earthen Grasp, Earthbind
- Tier 3 Spells: Erupting Earth, Conjure Minor Elementals
- Tier 4 Spells: Stone Shape, Conjure Elemental
Related: Fae Beings | Druid | Fae Magic Overview | Fae Bond Tiers