Calaventëlda (Sun Elf) | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Calaventëlda (Sun Elf)

Ability Score Increase +1 Int, +1 Wis, +1 Cha
Size Medium
Speed 30ft

Age. Elves may appear as children until 50 years of age, and by their 100th year achieve their full growth and are considered adults. Your lifespan lasts as long as the world endures, and you cannot die of old age. However, you may die from violence and also from the weariness of living (see below).   Alignment. While elves serving a well-governed kingdom may be lawful, those living in smaller communities may prize the individual freedom found in the chaotic alignments. Most elves who revere the Light are good, and the Undómëlda (Twilight Elves) who refused the call to the Light tend to be neutral. But there are also individual elves that are corrupted to evil.   Size. Generally ranging from 5 to 7 feet tall, elves are Medium size.   Speed. Your base walking speed is 30 feet.   Weariness of Living. Whenever a companion dies, or you witness a mass loss of life (including animals or trees), or you are tormented or experience other trauma you must make a successful DC 10 Constitution saving throw. If you fail the saving throw you must choose to either (a) mark off a failed death saving throw permanently (maximum of three), or (b) take one level of exhaustion permanently, or (c) reduce your maximum hit points by 5 permanently. These conditions are permanent and may not be removed while you remain in Zwervend.   Heal more Easily. When regaining hit points from any effect you regain an additional number of hit points equal to your character level.   Less Easily Slain by Weapons. When you would be reduced to 0 hit points by piercing, bludgeoning, or slashing damage from a non-magical source, make a DC 10 Constitution saving throw. On a successful saving throw you are instead reduced to 1 hit point. After you use this ability you can't use it again until you complete a long rest.   The Halls Beyond Beckon. You cannot be resurrected. When you die your spirit is summoned to the Halls Beyond. If you refuse the summons, your spirit haunts the places you frequented in life, and may be turned to evil purpose. If you accept the summons, your spirit flees to the Halls Beyond to await judgement. The time of Waiting lasts for 1d100 years, after which you are judged according to your deeds. If you are judged to have done much evil, you cannot be reincarnated. Otherwise you may be reincarnated and dwell in Zwervend once more, or choose to wait in the Halls Beyond until the end of the world.   Immune to Disease. You are immune to all non-magical disease.   Fear Not the Dead of Men. You cannot be frightened by the undead of humans.   Social Drinker. You have advantage on Constitution saving throws against intoxication.   Bright Spirit. Invisible creatures and creatures in the Unseen Realm (Ethereal Plane) have advantage on checks to notice you by sight.   Light Step. You may reduce your movement by 5 feet to move through difficult terrain as if it wasn't difficult terrain until the beginning of your next turn.   Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't see colors in darkness, only shades of gray.   Keen Sight. You have proficiency in the Perception skill, and your vision is so strong that, in clear daylight, you can distinguish between a sparrow and a finch from a league away (about 3 miles).   Trance. You don't need to sleep, and instead you meditate deeply for 4 hours a day. Resting in this manner grants you the equivalent benefit that a human receives from 8 hours of sleep.   Yearning for the Sea. Once you have personally seen or heard the sea at any time in your life, you are overcome with a yearning for the sea and the silver shores of the Place Beyond. While you are out of the sight and sound of the sea, once during each long rest you must make a DC 10 Wisdom saving throw; you gain advantage on this saving throw when you sing an Elvish song about the sea. On a failed saving throw you become morose and have disadvantage on all Wisdom saving throws until your next attempt or until you return to the sight or sound of the sea. This process continues eternally while you live in Middle-earth.   Calaventëldan Weapon Training. You have proficiency with the long sword, the short sword, and the shield.   Love of Knowledge. You have proficiency in any one Intelligence skill of your choice.   Masters of Jewels & Metals. When examining gems, precious stones, or metalwork you have advantage on Intelligence checks to identify its material, its place of origin, the culture of the crafter, and what the object may have been used for.   The West Beckons. You are affected by Yearning for the Sea as if you have already seen the sea.

Languages. You can speak, read, and write Quenya (Elvish) and Common (Trade). You can speak, read, and write two additional standard, exotic, or rare languages of your choice.


Created by

Terry & Glenn.

Statblock Type

Race

Link/Embed