Sun Elf

Created by GabeGrimoire
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze, Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.   Also known as high elves to some, sun elves are known to have a keen mind and a natural acclimation to heat, which is therefore not surprising to know that most choose to reside in Xendar. They tend to have bronze skin and hair of copper, black, or golden blond. Their eyes tend to be of golden, silver, or black color.  

The Elven Empire

The Elven Empire

All elves trace their ancestry back to the ancient elves that once ruled the Material Plane in it's earliest days. Once the plane began to become populated with diverse species, something had caused the emperor of the ancient elves to take sudden drastic actions. He apparently had most of the Drow sent to the Underdark, and with the exception of a few elves who were sent to the elves' birthplace, the Feywild, all other elves were sent away from the Elven Empire and forced to wander the Material Plane. Shortly after this, the emperor died and the Empire was burned to the ground. The elves that remained from all of this, were left with the emperor's blessings, and numerous unanswered questions. Today, most elves of the Material Plane live together with other species, often in great elven cities that have been established and maintained for centuries post-Elven Empire.
 

Elf Names

Elves are considered children until they declare themselves adults, some time after their hundredth birthday, and before this period they are called by child names.   On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.   Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall   Masculine Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis   Feminine Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia   Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)  

Sun Elf Traits

Your character has the following traits.  

Sun Elf

Ability Score Increase Dex +2; Int +1
Size Medium
Speed 30 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Sun Elves tend towards Lawful and Good alignments.   Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.   Size. You are Medium (about 5-6 feet tall), and weigh about 100-150 pounds.   Speed. Your land Speed is 30 feet.   Languages. You can speak, read, and write Common and Elvish.   Life Span. Elves mature at around the age of 100, and live on average about 700 years.  


  Darkvision. You have Darkvision with a range of 60 feet.   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.   Emperor’s Gift. You have a +1 bonus to Initiative rolls.   Trance. You don’t need to sleep, and magic can’t put you to sleep. When taking a Long Rest, instead of sleeping you can meditate (or “trance”) deeply for 4 hours, remaining semiconscious. After resting in this way, you gain the same benefit that a human does from 7-8 hours of sleep. You fill the other hours of the Long Rest with light activity. If one of the benefits you choose for completing a Long Rest requires a roll, you can choose one of these rolls to have Advantage on.   Dune Walker. You have Resistance to Fire damage, and are naturally acclimated to a hot environment. Additionally, you ignore Difficult Terrain composed of nonmagical sand.   Sun’s Embrace. As an Action, intricate golden markings appear throughout your body, and you magically combust into flames. These magical flames do not harm you, and cannot light objects. For the next 1 minute or until the ability ends, you gain the following benefits:
  • You shed bright light out to 30 feet, and dim light for an additional 30 feet.
  • Whenever you are hit by a melee attack, or a creature starts its turn within 5 feet of you, you can have that creature take 1d4 Fire damage.
  • Whenever you deal damage with a melee attack, you can deal extra Fire damage equal to your Proficiency Bonus.
This form ends early if you fall Unconscious, or if you end it early as a Bonus Action. Once you use this ability, you can’t do so again until you finish a Short or Long Rest.