Elements

At level 3, 7, and 15, Gaia Warriors learn how to align the energies inside them with an element from the following list. The elements and their associated features are presented below in alphabetical order.

Aether Aether is the Weave’s physical form. It is raw magical energy and wants nothing but to see potential come to fruition. When used martially, it is the desire for destruction weaponized. Elemental Strike. When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d8 force damage per point spent. Elemental Shot. You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. This attack has a range of 120 feet, deals 2d6 + your Charisma modifier force damage on a hit, and deals double damage to objects and structures. Minor Infusion. Your strikes are constantly infused with your energies. Your unarmed strikes and any nonmagical weapon you would use count as +1 magic weapons. Major Infusion. Your energies have perfectly aligned to your intentions of war. Your AC is increased by 1, and your weapon attacks deal an additional 1d4 force damage.

Fire Fire is heat given form. It is wild and seeks to burn everything in its path, but it is also the force of renewal. When used martially, it transforms the battlefield into a smoke-filled haze, burning everything in its path. Elemental Strike. When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 fire damage per point spent and cause the target to begin burning. Burning creatures and objects take 1d4 fire damage at the end of their turn. A creature can use their action to put out the flames on a burning creature or object, causing them to cease burning. Elemental Shot. You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. This attack has a range of 120 feet, deals 1d10 fire damage, and causes the target to begin burning (as with the Elemental Strike) on a hit. Minor Infusion. The energies within you provide a comfortable warmth. You are immune to any negative effects caused by the temperature of weather or climate. Major Infusion. The flames within you keep you from dying away. The first time you reach 0 hit points after a short or long rest, your energies kindle within you, granting you temporary hit points equal to the number of Sorcery Points you have left. While you have these hit points, flames come off your body, shedding bright light in a 10-foot radius and dim light for an additional 30 feet, you are vulnerable to cold damage, and creatures that hit you with a melee attack take fire damage equal to your Charisma modifier. You lose all of these temporary it points if you regain any hit points or take a short rest.

Life Life is, ironically, the element that brings death. Its energies seek to create, but in the process, they destroy. When used martially, this element can be used to steal the life from others, taking it for yourself. Elemental Strike. When you hit a creature with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 necrotic damage per point spent. You regain hit points equal to half the necrotic damage dealt this way. Elemental Shot. You can spend a Sorcery Point to make a special ranged attack when you take the Attack action. Instead of making an attack roll, choose a creature you can see within 60 feet. That creature must make a Constitution save against your spell save DC. On a failure, it takes 1d10 necrotic damage, and you regain hit points equal to half the necrotic damage taken. Minor Infusion. Your energies bolster your health; whenever you finish a short or long rest, you gain temporary hit points equal to half the number of Sorcery Points you have remaining (rounded down). Major Infusion. Your energies spread throughout your body. You have immunity to necrotic damage, and your hit point maximum cannot be reduced.