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Sea Elf

Elves are a magical people with fey ancestry of otherworldly grace, living 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.   Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. With skin tone ranging from the palest of light blues to a deep ocean blue, hair colors ranging from white to vibrant shades of blue or green, and gill slits on the sides of their necks.   Most Common Classes: Druid, Monk, Ranger, Storm Sorcery or Waveborn Sorcerer, Warlock, Wizard   Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.   Age. Elves mature at the age of 20, but are often still considered young until they reach 100 years of age. The average life span is 700-750 years. experience.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. (5-6 feet)   Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.   Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.   Child of the Sea. You can breathe air and water, and you have resistance to cold damage.   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.   Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. This also gives you advantage on persuasion or animal handling shecks made for or against them.   Marine Stealth. When you remain entirely motionless while being entirely submerged in water, you are invisible.   Keen Senses. You have proficiency in the Perception skill.   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 trancelike meditation, during which you retain consciousness.   Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from 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.   Sea Elf Weapon Training. You have proficiency with spears, tridents, and nets.   Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

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