asters of fire and earth. Lords of air and water. Heroes of the Elemental Chaos is the definitive sourcebook for creating and playing characters with ties to the Elemental Chaos and the primordial beings that dwell there. It shows how the elements can influence heroes of the natural world and presents elemental-themed character options for players.
Many roads lead to elemental mastery. A path might reveal itself through a chance encounter with a primordial shard, or exposure to a breach along one of the planar boundaries. Other heroes might spend their lives chasing after rumors, scouring the planes for any scrap of lore, to uncover the secrets needed to use even the most basic form of elemental magic. Then there are those who look inside themselves, peering into their souls for the elemental threads that exist in all mortal creatures, seeking to coax their ability to life with sheer willpower. There is no one true path to mastering such power; anyone has the potential to become an elemental hero.
Chapter 4 of Heroes of the Elemental Chaos highlights routes to elemental magic that involve aspects of a character other than theme or class. New paragon paths reinforce existing connections to the Elemental Chaos, or reflect new discoveries made on reaching the paragon tier. For those fully committed to mastering elemental power, two epic destinies describe possible futures. New feats explore ways characters can become more elemental in nature. A hero might form a bond with an elemental companion, or gain an elemental reward.
All of these options add flavorful details to your character's story and help you realize his or her place in the Dungeons & Dragons world.
This chapter includes the following sections:
Epic Destinies: Two epic destinies reward characters for harnessing power from the Elemental Chaos and explore their final fates.
Feats: New feats offer ways to become a creature of the Elemental Chaos and ways to better harness its power.
Elemental Companions: Any character can add some elemental abilities to his or her portfolio by learning how to summon an elemental companion.
Elemental Rewards: Wreckage from the Dawn War litters the planes still. Finding these trinkets and earning these boons can put the power of creation in a hero's hands.
Prince of Genies
Prerequisite: Elemental origin or training in Diplomacy
Your life took a turn for the strange when you discovered a minor treasure containing an elemental spirit. The being trapped inside promised you much in exchange for its freedom, offering anything in its power to grant. Freeing the spirit is not so easy, since potent wards keep it imprisoned. So you came to an arrangement with it. You will search for a way to free it, and it will help you complete your quests.
Level 11: Genie in a Bottle
The spirit whispers advice and lends its aid as long as it has the power to do so.
Benefit: You gain a +1 power bonus to skill checks and saving throws.
Level 11: Wishful Action
Drawing on the genie's magic gives you a better chance of succeeding on your next effort.
Benefit: When you spend an action point to take an extra action, you gain a +2 bonus to the next attack roll, saving throw, or skill check you make before the end of your next turn.
Level 11: Genie's Intercession
It is in your genie's interest to keep you alive. If an enemy manages to get in a successful blow against you, the genie whisks you away after you make a counterstrike.
Level 12: Limited Wish
Your genie can grant you whatever you wish, within reason, on a daily basis. It's also possible to use this boon to benefit one of your friends.
Level 16: Luck of the Genies
The genie blesses you with good fortune and protects you from the most disastrous failures.
Benefit: Whenever you roll a natural 1 on a saving throw or a skill check, you can reroll it.
Level 20: Genie's Gift
At the apex of the paragon tier, you finally learn how to coax your genie from its vessel. When it appears, it erupts with a flash and a bang that leaves your enemies befuddled. While the spirit is free, it grants a benefit to you or an ally you name.
Bart Carroll has been a part of Wizards of the Coast since 2004, and a D&D player since 1980 (and has fond memories of coloring the illustrations in his 1st Edition Monster Manual). He currently works as producer for the D&D website. You can find him on Twitter (@bart_carroll) and at bartjcarroll.com.