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[5e] Elemental abilities/attacks and unique/underused combat features?
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This will be long.

Long story short, my players will be fighting variant humans and air genasi with homebrew liberties here and there, in a town in a desert of onyx sand. The enemy will essentially be themed around the element of air, as well as a smidge of earth/dark, like a mix between Champion Gundyr (Dark Souls 3), Voldo from Soulcalibur, and Aang from the Last Airbender.

I am looking for official and homebrew abilities, traits, feats, etc. from just about anything to make these ancient desert keepers fit the idea I have. Even stuff from older editions that can easily be modified to fit 5e standards.

So far I've taken the spells teleport, misty step, and the rules for ranged weapons/attacks and twisted them into abilities. I also have been looking at Fighter Archetype abilities, such as Battlemaster. These enemies I am working on will control wind, (earth) sand, and the shadows to be all over the battlefield.

One of my players is a lvl 10 (11?) Barbarian with 27 AC (Long Story: Hindsight) and a very heavy hitting weapon (Think Ultragreatsword) for reference, with some strong summonables in the form of items.

There are two other players, a druid warforged and an undead Aasimar Paladin-Warlock of Hades. Those two also have potent summonables as well.

They also have a sentient super land sea boat siege engine bone thing as a ATV and base in tow, along with some stronk pets, two noodle-durable npcs, an elf archer with memory loss, and a quasi-god (half of a demigod or whatever) Dark Elf princess as part of their crew.

I need as many ideas as possible (To use and maybe learn some stuff as well) so please, if you know any other experienced D&D players and/or DMs alike send them here.

Tl;dr I'm trying to make air blade launching, weird in combat and movement, lightly clad, but fast, hard hitting, and relentless desert temple guardians.

I thank anyone willing to comment on this.

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3 years ago