Astral Elf | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Unearthed Arcana: Travelers of the Multiverse

Astral Elf

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf’s eyes.   Because nothing ages in the Astral Plane, astral elves from that plane are thousands of years old, and their longevity gives them an unusual perspective on time. Some are prone to melancholy, while others display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, they tend to see things through the lens of time as having little or no meaning to them.
ability score increase: Increase one ability score by 2, and increase a different one by 1
age: Astral elves who don’t dwell on the Astral Plane can live to be over 750 years old.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
race features:
Astral Fire: You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).   Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Keen Senses: You have proficiency in the Perception skill.   Radiant Soul: When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier(choose when you select this race). You can’t use this trait again until you finish a long rest.   Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trance like meditation, during which you remain conscious.   Trance Proficiencies: Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from the “Equipment” chapter of the Player’s Handbook). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Created by

Slimshadey.

Statblock Type

Race/Species

Link/Embed