High Elf Alternate Racial Traits in Corexus | World Anvil

High Elf Alternate Racial Traits

Feyborn Sage: Ability Scores become (-2 Strength, +2 Dexterity, +4 Wisdom). Alters Ability Scores and Replaces Beings of the Fey Wilds.   Having traveled to realms near and realms far, seen the birth of suns and the deaths of stars, some High Elves end up settling down somewhat in the mystical Feywilds, becoming sages who travel the chaotic, ever-changing woods that make up the plane. Becoming one with the wilds and the monstrous and wondrous creatures that call the place home, they soon find themselves adapting to their new environment and becoming more wise to the ways of the world than their fellows, gathering knowledge and wisdom born from their wandering and sagely lifestyles while retaining enough of their nimbleness to dart through the underbrush of their new forest home. Often, these sages stay apart from the notorious Fey Courts, preferring solitary lives in the Feywilds to the chaotic turmoil of the Courts.
 
Summer-kissed: Gain Ray of frost as a cantrip, but instead of cold damage you deal fire instead. When in direct sunlight, you become immune to all stunning and dazing effects. This does not end currently active effects if you enter sunlight while under the influence of one, though you get a +10 the next time you must make a saving throw to resist, if you are still in direct sunlight. Finally, you become aware of a single natural portal between the Prime Material Plane and the Fey Wilds when you take this trait, and you automatically detect the presence of a natural planar portal when you come within 1 mile of it. Replaces Beings of the Fey Wilds and High Elven Immunities.   Summer, to both the wild, chaotic fey and the ancient High Elves, is the season of boldness and aggression, a time of unfettered energy and passion. The Fey Court of Summer is the embodiment of this concept and such ideals, and the High Elves who choose to follow the Summer Court take on a personality accordingly. The Summer Elves are headstrong, proud, confrontational and enraged, and embody the very zeniths of emotion, believing most problems best solved by overwhelming force and direct confrontation. However, they are also unbreakable bastions of confidence and authority, and they are excellent pillars for their allies to lean on for emotional support, as they themselves are as unshakeable as the mountains.
 
Winter-kissed: Gain Ray of frost as a cantrip Gain a +4 to saves made against charm or mind-affecting effects, as well as as any spells with the emotion descriptor. Any sentient creature you touch may, at your choice, be immediately afflicted by a calm emotions spell, but the spell instead inflicts crushing depression, solitude, and melancholy on them, though functions the same way mechanically. You may choose who to affect with this ability, but can only affect one creature per day, yourself included. Finally, you become aware of a single natural portal between the Prime Material Plane and the Fey Wilds when you take this trait, and you automatically detect the presence of a natural planar portal when you come within 1 mile of it. Replaces Beings of the Fey Wilds and High Elven Immunities.   Winter, diametrically opposed to the bright, colorful nature of summer, is the season of dolor, when the vibrant energy of the world slumbers and all is as still and quiet as freshly driven snow. The Fey Court of Winter is the embodiment of these ideals and concepts, and the High Elves who choose to follow the Winter Court take on a personality accordingly. The Winter Elves are withdrawn, sullen, and morose, always preferring caution to boldness and are quiet, careful to the point of paranoia, and methodical to a fault. They assume the worst in every scenario, and never let their guards drop, lest they be caught at their most vulnerable. As such, they often come off as silent, brooding, and sad to the point of depression to their friends and kin. In the best case, they can be excellent counterweights of reason and paranoia to the Summer Elves’ boldness...however, at worst, they are selfish, paranoid, cripplingly depressed, and are as cold and unforgiving as a blizzard.
 
Spring-kissed: Gain Jolt as a cantrip. Each time you take electricity damage in any form or amount, ingest enough alcohol so as to become intoxicated, or experience extreme joy, roll a 1d100. On a 65+, you immediately gain the effects of a Haste spell. Similarly, those you incite to extreme joy, intoxication, or induce Electricity damage upon must also roll a 1d100, and upon a 85+, they also gain the effects of a haste spell. Anyone, including you, affected in such a way cannot be affected by this ability again for 24 hours. Finally, you become aware of a single natural portal between the Prime Material Plane and the Fey Wilds when you take this trait, and you automatically detect the presence of a natural planar portal when you come within 1 mile of it. Replaces Beings of the Fey Wilds and High Elven Immunities.   Spring is the embodiment of mirth and revelry, and of the happiness and revived nature of the world that has so recently come out of winter’s icy grasp. It is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. The Fey Court of Spring is the embodiment of these ideals and concepts, and the High Elves who choose to follow the Spring Court take on a personality accordingly. Spring Elves are infectiously cheery, and do everything with enthusiasm that seems to always spread to those around them. They are creatures of the moment, and see life as the greatest adventure in all the realms, and one to be enjoyed at all costs...they enjoy music, song, and all forms of self-expression, and are rarely seen sitting still no matter where they go. Like living lightning they bolt about their surroundings, as unpredictable as a tornado and as wild as a typhoon..however, at their worst, they are beings of sloth, alcoholism, obsession, and can have incredibly fleeting and air-headed natures, never paying attention to anything longer than a few minutes.
 
Autumn-kissed Gain Acid Splash as a cantrip. Any sentient creature that you have not taken a violent action against or cast spells upon unwillingly has a -4 to attack you, and you gain a +4 bonus on any charisma-based checks against them. Beast, animals, and similarly intelligent creatures will not attack you of their own volition. However, they may still be compelled to attack you through magical means or if you take violent action against them. Finally, you become aware of a single natural portal between the Prime Material Plane and the Fey Wilds when you take this trait, and you automatically detect the presence of a natural planar portal when you come within 1 mile of it. Replaces Beings of the Fey Wilds and High Elven Immunities.   Autumn is the season of quiet contemplation and inner peace, and is the season of peace and goodwill, when summer’s harvest is shared with all. The Fey Court of Autumn is the embodiment of these ideals and concepts, and the High Elves who choose to follow the Autumn Court take on a personality accordingly. Autumn elves are peaceful and giving, and rarely hesitate to give to those in need or those who ask it of them..and they frequently do so with an almost saint-like disregard for their own personal possessions or needs, preferring instead to give and make others happy. They also have an immense enjoyment of food and drink, but not to the excess of the Spring elves, who have such a taste out of celebration. Instead, the Autumn Elves rarely settle for anything less than a lavish feast, their great love of creature comforts and simple enjoyments leading them to always keep well-stocked on such supplies wherever they go, sometimes excessively. However, at their worst, Autumn elves can be generous and giving to the point of naivete, and frequently see even those who they shouldn’t as friends, or potential friends for them to make no matter who they are.
 
Enforcer of the Court: Gain the Spellcasting ability of the court of your choice as a caster of your level, and your ability scores become (+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma). Finally, you become aware of a single natural portal between the Prime Material Plane and the Fey Wilds when you take this trait, and you automatically detect the presence of a natural planar portal when you come within 1 mile of it. Replaces Beings of the Fey Wilds and High Elven Immunities.   Some High Elves instead choose to become the enforcers of one of the mysterious Seasonal Fey Courts, and gain a bit of their power. They also are supplemented by the power of their Court’s Queen, and are more hardy for it to better fulfill their duties as an enforcer. These High Elves frequently crusade, fight, and go on grand quests for their Queen, though rarely venture into the mortal realm...their personalities are also heavily influenced by their patron court, as described above.
 
Fey Step: As a swift action, you can magically teleport up to 30ft to an unoccupied space you can see. Alternatively, you can increase the cost to a movement action for up to 60 feet of movement. You do not retain your momentum through the teleport, and negate the first 10ft of fall damage you would take from the resultant fall. Once you use this trait to travel 120 feet total, you cannot use it again until the next day. Replaces Weapon Familiarity.   Some High Elves are more in tune with their Fey side than their Elven one, and gain the ability to blink across the battlefield as the Fey can, their connection to the otherworldly Fey Wilds granting them strange powers.
 
Chaotic Capriccio: Gain a racial +4 to perform checks, and one perform skill is always a class skill for you. Any spell you cast with the mind-affecting descriptor has a +2 DC. Replaces Hyper-Keen Senses OR Weapon Familiarity.   The sounds, noises, and cacophonies of the Feywilds are anathema to mortal sanity, and the rare High Elf who learns to harness this power learns the power of it in short order, affecting the minds of those around them with twisted, maddening spells and performances.
 
Chaotic Changeling: You gain a racial +4 bonus on all Disguise Checks, and Disguise is always a class skill for you. In addition, while you are in a mundane or magical disguise, you are the target of a Nondetection spell ONLY for the purposes of any Detect spell or effect that would discern your alignment. You also gain Disguise Self as a spell-like ability you can use as a swift action 3/day. Replaces High Elven Immunities.   Owing to their Fey natures, there is occasionally the odd High Elf who lacks a well-defined corporeal form, and is capable of calling upon the ever-changing nature of the Feywilds to change their appearance a few times a day.
 
Fey Wilds Strider: Can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. Can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. Finally, you gain a +2 racial bonus on Stealth checks and it is always a class skill for you. Replaces Hyper-Keen Senses.   Thanks to having spent most of their lives in the vast, ever-mutating, changing, and expanding Fey Wilds, some High Elves find themselves utter masters of navigating rough terrain down in the mortal plane, the comparably well-defined and simpler nature of the mortal world granting the skills of the most elite rangers.
 
Wildwood Cloaker: As a swift action, a High elf can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day for every 4 Hit Dice it has(Minimum 1). Replaces High Elven Immunities or Hyper-Keen Senses.   In the Feywilds, the ability to hide is essential to some creatures’ survival from the biggest, most terrifying predators the plane has to offer. In the mortal plane, the rare High Elf who has taken on this odd property and learned how to hide themselves completely finds it much more useful, the Feywild magics that have taken root inside of them and let them cloak themselves a boon beyond their wildest dreams.
 
Fey Resistance: Gain +10 Resistance to energy type of your choice, but gain vulnerability to another as well. Replaces Primordial Defenses and Vulnerability, Cold Iron.   Rather than the supernaturally tough skin that represents their Fey Heritage, some High Elves instead find themselves highly resistant to a form of energy, and yet weak to another...whether this is simply the chaotic energies of the Feywilds taking root in them differently than their kin or is an indicator of some mutation is unclear, but those odd High Elves who gain this blessing find it very useful.
 
Progenitor of Sand and Soil: Within a forest or desert environment, you gain +10 to your base land speed and any burrow speed you may have, you ignore difficult terrain, and you gain a +2 to all attack rolls made while within these environments. Replaces Beings of the Fey Wilds.   The High Elves left a legacy that would stretch through time by way of their descendants, and though they may have all but vanished from the mortal plane in the modern day, their descendants have carved a name for themselves which ensure they live on in those they have sired. The High Elves who were the progenitors of the modern-day Sand and Forest elves are at home in both deserts and forests, and find themselves more capable in many categories.
Progenitor of Sea and Squall: Gain one of the following benefits, player choice. Replaces Beings of the Fey Wilds.  
  • Gain Waterbreathing OR Waterwalking for a number of rounds a day equal to 3 + your CON modifier(Minimum 1). You may decide on a per round basis which effect is gained. You also gain a swim speed equal to your base land speed(or add 30ft to an existing swim speed), and Cold Resistance 5.
 
  • Gain the effects of Air Step for a number of rounds a day equal to 3 + your DEX modifier(Minimum 1). You also gain Electricity Resistance 5, and automatically treat all falling damage as if you had fallen 10 less feet than you did.
  The High Elves left a legacy that would stretch through time by way of their descendants, and though they may have all but vanished from the mortal plane in the modern day, their descendants have carved a name for themselves which ensure they live on in those they have sired. The High Elves that left the massive continent of Ea behind and became the progenitors of the mythical Sea and Cloud Elves, races unheard of in modern day and birthed in the far, far corners of the world, find themselves capable of displaying the innate control of either the Sea or Air as they descendants can, moving as easily through it as over land.
 
Timeless Caretaker: Gain a racial +5 to all heal checks and it is always a class skill. You also gain Inflict Light Wounds and Cure Light Wounds as spell-like abilities you can cast 3/day as a swift action, though castings of either contribute to the 3/day limit(You can cumulatively cast one, both, or either a maximum of 3/day). You may choose to instead use all 3 uses at once to instead cast either Cure Light Wounds or Inflict Light Wounds at a range of 30ft instead of touch. Finally, when an ally within 30ft of you loses health that would put them at negative HP below their CON score, you may choose to instead take the damage difference to keep them at one HP above death. You may take damage enough to kill yourself, though you cannot expend more HP than would bring you to below your negative con score. Replaces High Elven Magic.   Owing to their eternal lifespans, many High Elves find themselves taking on the role of Caretaker and healer to the races they see as lovable children, their sage-like personalities burning with a desire to see all the new races of the world grow up healthy and well in these turbulent modern times. Secretive and hidden, these High Elves were said to have remained on the mortal plane longer than most of their kin, and were said to be incredibly capable at tending to the wounded. It was even said that they could speak words so full of compassion, generosity, and love for the races that have come after them that the flesh of the wounded begins to knit back together at the sound of their melodious voices.
 
Traveler of the Infinite: Gain a racial +2 to Knowledge(Planes), Knowledge(Geography), and Knowledge(Local) checks and one is always a class skill for you. Any round you use both your movement and standard action to move, you gain a +4 dodge bonus to your AC until the end of your next turn. Additionally, Once per day as a swift action that does not provoke AoO, You can treat any wall, barrier, or obstruction less than 1/2 of your overland movement speed thick as difficult terrain and move through it. Finally, you become aware of a single natural portal between the Prime Material Plane and the Fey Wilds when you take this trait, and you automatically detect the presence of a natural planar portal when you come within 1 mile of it. Replaces Penultimate Wanderlust.   It is not uncommon for High Elves to find themselves stricken with wanderlust, and many were determined to use their infinite lives to document all the locations of this wide, wide mortal plane...and even the planes beyond. Some among them are said to have succeeded at their pure, innocent desire for exploration and adventure, and have walked the high peaks of Elysium, the bottomless pits of the Abyss and every plane in between on their journeys, their experiences amidst the planes so plentiful they can briefly walk through obstacles by shifting themselves to a different plane, and become harder to hit when they move at their utmost.
 
Tranquility Born of Eternity: Gain a racial +4 to Diplomacy and Sense Motive, and one of these is always a class skill. Whenever you or a nearby ally within 30ft of you is the target of a charm or mind-affecting effect, they gain a +2 bonus to resist. This bonus increases to +4 if the spell has the emotion descriptor. Replaces Weapon Familiarity.   These rare, odd High Elves which have lived for so long as to have become ageless sages, so laden with knowledge they cannot remember it all, have achieved the truest form of inner peace most beings can imagine. They are at peace with both themselves at the world around them...to them, they have seen and have learned so much, traveled so far and fought so many...and they have discovered life is best enjoyed in tranquility. These High Elves are infectiously calm in every scenario, and their mere presence and calm, collected demeanor is enough to grant their allies a measure of their inner peace.
 
Craftsman of the Natural World: Anytime you make a craft check dealing with an item or items that are either made of, or deal with mostly (51%), natural materials(Wood, Bark, Grass, ice, fire, water, etc..), You craft such an item in half the normal time and twice as efficiently, reducing your costs by an additional 15%. Any special materials that would fall under 'natural materials'(Worldbark, Ironbark, etc.) also count for this purpose. However, any items that are mostly made of Non-natural materials(Any Metal Material, Supernatural materials like Angelskin or Celestial bronze, etc.) take twice as much time, and cost an extra 10%. Replaces Hyper-Keen Senses.   Though they rarely gathered in any organized society, the High Elves nonetheless developed a powerful method of crafting whatever they required out of the natural world. Some among them were master craftsmen, and learned the most efficient methods of crafting natural materials for all sorts of purposes.
 
Believer of the Old Ways: Gain a racial +4 to Knowledge(Religion) and Knowledge (Nature), and one of these is always a class skill. Gain Old Druidic as a bonus language. Old Druidic is the language of the natural world, and is spoken(and can be understood) by animals, naturally occurring materials(Wood, sand, stone, etc.), and Very old druids. Older and more ancient animals are more coherent when speaking or comprehending this language, and newer and younger animals, as well as any non-sentient material such as wood, stone, sand, etc, will only be able to speak in general thoughts, concepts and emotions. Replaces Beings of the Fey Wilds and Modifies Racial Languages.   Though once spoken by all the races of the world in tune with nature, Old Druidic was once a gift given to the races of the world by the world and nature itself, as a means of linking the two together in harmony. However, only the most ancient of High Elves remember these times, the times where the gods were in their infancy, and, rather than the worship the modern races know, most races worshiped concepts, objects, and the material. A tree was worshiped because it saved a child's life, a forest was worshipped because it kept a village safe...it was a simpler time, and one most all have forgotten...a time before the gods. These High Elves remember the secrets of Old Druidic, and are capable of using it to speak the whispering, ephemeral voice of the world.
 
Heir of El'Adri: Gain +1 skill rank on every level up. A class skill gives a +4 instead of a +3. Replace High Elven Ability Scores with (-2 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Wisdom). Replaces Primordial Defenses and modifies racial ability bonuses.   Though they seldom gathered in large communities, the High Elves nonetheless had villages and gatherings, on occasion...yet, none before or since have come close to matching the splendor of the High Elven city of El’Adri, a glorious jewel of a city and the only one they ever built. It was a place for them to watch the-goings on of the mortal and fey world, and a place for them to be as one race….a home. Built entirely out of majestic woods, grasses, and other natural materials, El’Adri was a place of learning, of advancement and peace...and the High Elves who hearken back to such a place before it vanished from the mortal plane before recorded history are more innately skilled than their kin.
 
El'Adri Battlemaster: You gain a +2 on your CMB and +2 to your CMD, You and any allies you flank an enemy with gain an extra +2 to attack, You and any allies you surround an enemy with gain an extra +4 to attack, and you may expend attacks of opportunity to cancel an opponent's attack of opportunity on you. Replaces Primordial Defenses   Though the High Elven City of El’Adri was a place of learning, advancement, and peace, it was not defenseless. The city kept several legions of trained fighters on standby at all times, yet none embodied the High Elven lifestyle or philosophy more than the Legendary Battlemasters. Leaders and Commanders of Wartime, the Battlemasters were masters of the battlefield and tactical geniuses, embodying the deft, dexterous combat style the High Elves fought with by dancing through their enemies’ ranks as easily as walking. Yet, there was naught a Battlemaster alive who wasn’t a scholar, gentle-being, and trained in the arts and sciences...to them, true enlightenment only came from bettering oneself in all categories, and they never ceased improving themselves.
 
El'Adri Peacewarden: Any round you do not move or attack, you gain a +4 dodge bonus to your AC, which goes away at the beginning of your next turn. You gain a racial +4 on Sense Motive, and it is always a class skill and you also take no penalties for attempting to deal nonlethal damage. Finally, you gain a +2 to all Diplomacy checks and can make such checks even in combat situations to improve a creature’s attitude. Replaces Primordial Defenses   The Peacetime counterparts to the Battlemasters, the Peacewardens were the High Elven ideal in peacetime. Skilled in farming, salesmanship, statesmanship and even combat, the Peacewardens served any role that society wished them to. One day, they may be a farmer, the next, a serving member on the council that ruled their city. Because of this, no citizen of El’Adri was said to be inflexible, and were all capable of taking on any role that was required of them. They also served as the law enforcement for the city, and were quite capable of subduing any unruly elements with non lethal force and incredibly dexterity.
 
Nature's Beloved: Gain One of the elemental languages as a bonus language (Ingnan, Terran, Aquan, Auran). Any creatures that speak this language or with the matching subtype treat you as one step friendlier than they otherwise would, and by spending 1 Minute of total concentration speaking with a naturally occurring source of that element (Fire, Earth, Water, Air), you may gain a boon from that element for 2d10 minutes. Replaces High Elven Magic and Modifies Starting Languages.  
  • Water: Gain Waterbreathing
 
  • Fire: Immunity to Naturally occuring fire damage(lava, fire, etc.)
 
  • Air: Any fall damage you take cannot bring you below 0 health
 
  • Earth: Gain a burrow speed equal to your base land speed
  Similar to the High Elves who hearken back to the Olden Times of worship and faith, some High Elves, rather than remember the ways of Old Druidic, remember the ways of worshiping the natural world, and of speaking to their gods. They venerate the element whose language they speak, and, by simply speaking to the slumbering spirits within that element, may receive the boons that such beings once granted to all who followed them...and yet the mighty souls of flame, earth, water, and air have long since gone still and given birth to the gods as the modern races know them, they are living proof of an ancient faith, one older than even the gods themselves.

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