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Elves

Elves are a race of plant-people that are one of the oldest races of Aldyn. They're known for their inherent magical abilities, bending plant-life to their will. Elves are spread across all of Aldyn and easily one of the most common races even of the more common races, especially on planets like Lurus.  

Plant-like

Elves are not just plant sentients, they have an unusual combination of normal animal characteristics and plant characteristics. They are bipedal and have green skin and pointed ears as well as plant-like hair and large eyes. They have traditional senses and require the same things as most sentients do to stay alive, but they can photosynthesize in order to help with the need for food and water (which are not nearly as effective for them otherwise). They have very low fertility but age slowly.  

Once an Empire?

There was at some point an Elvish system empire, but it's part of the extremely distant past, as for as long as most any history is recorded they have resided in Aldyn. Drow, a race that spread from the same system, fought with them for an extended period just prior to their travel to Aldyn.  

DND Mechanics

  • Ability Score Increase. Choose one ability score to increase by 2 and a second score to increase by 1. Alternatively: Dexterity +2, Intelligence +1.
  • Age. Although elves reach physical maturity at about the same age as Humans, the Elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 100 and can live to be 500 years old.
  • Alignment. Elves value life and freedom, and often are chaotic because of it, and trend towards good alignments.
  • Size. Elves are generally taller than Humans, often in the six foot range, and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Plantborn. Your type is Plant and Humanoid.
  • Photosynthesize. Elves gain power from the sun, not unlike plants. When directly under the visibility of a solar body, you regain double the amount of hit point die on a short rest.
  • Magic Heritage. You know one cantrip of your choice from the Wizard spell list. When you reach 3rd level, you can know one first level spell of your choice from the Wizard spell list, which you can use once, and it recharges after a long rest. Intelligence is your spellcasting ability for it. Alternatively can use Charisma or Wisdom.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The common term for this meditation is a "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Alien Eyesight. When exposed to the sunlight, you have advantage on sight based Perception checks. In addition, you have a much larger range of peripheral eyesight.
  • Languages. You can speak, read, and write Common and Elven.

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