![]() ![]() While djinn are the most familiar of the genies, with their three wishes, as 5e monsters they aren’t very memorable (though their whirlwind power is fun). it looks like they do … drum roll … bludgeoning damage, and sometimes a push. Let’s check out what 5e air elementals do. ![]() The element of water gets a B- if the characters can ride giant sea horses, C+ otherwise. Still, at least it’s an adventure environment unlike an infinite plane of rock. Underwater adventuring is a spice I find works best sparingly. If you play the plane of water like a vast ocean, teeming with marid pirate ships and kraken and so on, it can make for a fun nautical campaign if on the other hand you make it into an underwater realm, you hit all the problems that make underwater adventures everyone’s second favorite adventure type (out of two): breathing and speaking shenanigans, hard-to-track 3D combat, an over-reliance on athletics checks for swimming, disadvantage on lots of attacks, and either mechanical or logical incompatibility with various cool spells. On the other hand, marids are among the most gameable of the genies. Like earth elementals they deal bludgeoning damage. Water: Water elementals are fairly underwhelming. You can make it cool by riddling it with dungeons – in my campaign the Plane of Earth is the mythic underworld – but without the Plane of Earth I’d still have dungeons, so honestly it’s not that much of a value add. Visiting the plane is unrewarding: you can’t really travel through a plane filled with dirt and stone. I’ve mostly seen it come up as a neverending source of gems, which is kind of a meta-use (and for extraplanar gem sources, give me faerie trees laden with gem fruit any day). Dao are the most forgettable genies for me, and as described in official products the Plane of Earth is not thrilling. ![]() In 5e their schtick is they do… bludgeoning damage. With swooping red dragons and fireballs, fire is the most photogenic and the most gameable of the elements, partly because fire has its own damage type.Įarth on the other hand… earth elementals are useful if you’re running a siege-based dnd campaign, but you’re not. The Plane of Fire is the most interesting one, with its ifrits sailing seas of lava and its iconic City of Brass. Fire elementals have a schtick: they do fire damage, and they set you on fire. The real problem with D&D’s take on elemental magic is, unlike in shows like Avatar, there is a major coolness disparity between the four elements.įire gets an A. But based on its age, D&D gets a pass on that. I’ll be honest, though–I never thought it was actually that good a match for D&D.Įlemental magic is fairly shopworn at this point, having appeared everywhere from Avatar: The Last Airbender to Frozen to Pixar’s upcoming Elemental. Magic based on the four elements is fairly entrenched in D&D’s monster list and cosmology, in the form of elementals, genies, the planes of existence, and so on. ![]()
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