The Elemental

As mentioned in the introduction, this is a DnD-themed CYOA. Somewhat based off of Legend by EndMaster.

Required Materials
-dice [d6] or a number generator
-writing utensils or a document

ABILITY SCORES
Roll a die three times for each of these stats.
STRENGTH- Boosts with Fire elementals.
INTELLECT- Boosts with Water elementals.
CHARISMA- Boosts with Ether elementals.
CONSTITUTION- Boosts with Earth elementals.
DEXTERITY- Boosts with Air elementals.

ALIGNMENTS
You begin at 15, and depending on your decisions, it will move up or down.
GOOD- 21-30
NEUTRAL- 11-20
EVIL- 1-10

HEALTH
Begin at 30, and it will diminish if you make stupid decisions or take long travels.
HEALTHY- 21-30
OKAY- 11-20
SICK- 3-10
DEAD- 1 or 2 [RESTART STORY]

FOODSTUFFS
You begin with 10 portions, each one supplying 2 HP. You can replenish your amount of rations, but hold no more than 15.

FINANCE
You begin with 20 gold, and can hold no more than 40 in your belt. Magic belts can be bought at certain stores in Haven cities.

WARES
Hold no more than 15 items at once in your standardized satchel, though enchanted ones can be purchased on the black market, if you can find a dealer. There are four categories to place your objects in.
ARMOUR- There are 5 slots in this category. One for headgear [helmets, masks], one for torsogear [cloaks, chestplates, tunics], two accesory slots [belt, gauntlets, jewelry], and one footwear slot [boots, sandals].
WEAPONRY- There are 3 slots in this category.
MAGIC- There are 2 slots in this category, though more may be sold in hidden temples.
BACKPACK- Just about everything else. Non-weapon loot goes here.

BATTLES
Depending on who you fight, different statistics will be tested. Tips on battle and how to play will be included on each battle.


And so we begin.

Pick a base class.

You have 5 choices: