The elemental twins
No two pairs of Titans illustrate the conflict between the gods than that between Mendai, deity of Fire and Wind, and Kemus, deity of Water and Earth. First-born amongst their siblings, Medai and Kemus worked diligently to prepare each of the moons for their respective peoples, until they came to Stellim. Stellim was to be their final task, however they suddenly found themselves at bitter odds over how the surface should be sculpted.
As they quarrelled with each other the surface of Stellim was torn asunder, blasted and reborn countless times as their competing visions for the moon clashed viciously and repeatedly. Even now as they slumber, their wild furious dreams cause Stellim to roil under the harsh elements, habitable only to the Gensai. For this reason Mendai and Kemus are both worshipped by the Genasi as patron deities, as well as by other people as elemental Gods, particularly of natural disasters.
Aasimar raised in a Fortress of Mendai gain:
- Heart of the Inferno: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing fire to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Aasimar raised in a Fortress of Kemus gain:
- Memory of Oceans: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a transformation into a elemental of limestone and coral.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have resistance to non-magical damage and advantage on Strength and Constitution saving throws. In addition, your unarmed strikes deal an additional 1d6 bludgeoning damage on top of any other damage they deal otherwise.
Once you use this trait, you can't use it again until you finish a long rest.