Álf Species in Nrrpg | World Anvil
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Álf

Álf are a race of tall humanoids from the world of Álfheim. Álf have watched over humanity since the dawn of time and have returned to Midgard to save the Lord's people.


Álf

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

Keen Senses: Alf have proficiency in Perception.

Soul Twin: Alf have a deep bond with a creature whom they share a soul. At 1st level choose a beast. The way of the Álf is a circle of bonds where an Álf raises its Soul Twin and the Soul Twin raises the Álf. Choose if your twin raised you or if you are raising your twin. If it raised you it is an NPC controlled by the GM, its CR can be whatever your GM decides, but if it travels with you its CR should be less than 1/3 your level. If you are raising it, the twin is an infant until your GM gives it its own stats, usually 3rd level, it is recommended that its CR be 1/3 your level. Your Soul Partner's stats are the same as the creature it's based on except that it can speak Álf and Trade and it's Intelligence score is increased by 3d6, if it is not an infant. While within 10 ft. of your soul twin you can communicate telepathically with it and have advantage on Wisdom (Perception) checks. You can also make this creature into your Animal Companion, Ardent Steed or Familiar gaining the best benefits of both features. Your DM may choose to make another creature like a Drake or even another Álf as your Twin Soul, though in Álven culture if you are the Soul Twin of a Dragon you are trained as a Dragon Mage.


 

Languages. Álf, Trade


There are five subraces of Álf.


Yowmnabi

  Day Álf, or Yowmnabi, are dark brown skinned Álf with four horns above their eyes pointed up like a crown. They can glow and often use this ability to communicate over distances. Day Álf are the leaders of the Álf and are the keepers of the Temple. Their sense of touch is so attuned it is like a sixth sense that allows them to sense the thoughts of creatures close to them. Though if their concentration is broken they need to take a minute to recalibrate. Common Day Álf Sout Twins are lions, horses, eagles and bears.  

Day Álf

Ability Score Increase +1 Cha
Size Medium
Speed 30 ft.

Way of the Light. Light Álf have resistance to radiant damage and advantage on saves vs being blinded by bright light. They can also glow, shedding bright light within 30 ft. and low light another 30 ft. this is an action. Day Álf Mages do not need an Arcane Focus to use Sun Magic.

  Telepathy. Day Álf can hear the thoughts of creatures within 10 ft. They cannot read their minds but can see the surface thoughts and determine their emotions. As such they have advantage on opposed Charisma and Wisdom checks against non Álf Creatures.   Sensitive Touch. Day Álf have weakness to thunder damage, and if they take thunder damage or psychic damage they lose their telepathy until they take a short rest.


Badalnabi

  Wood Álf, or Badalnabi, are light brown skinned Álf with antlers and claws on their hands and feet. They have sharp teeth for tearing into the flesh of ripe fruit. They are the keepers of the trees and talk with them as often as they do other Álf. They have sensitive noses and often gift eachother with rare scents they have aquired from distant lands. They also tend to squat on all fours when not doing anything. Common Wood Álf Soul Twins include wolves, elk, deer, snakes and monkeys.  

Wood Álf

Ability Score Increase +1 Wis
Size Medium
Speed 35 ft. Climb 35 ft.

Way of the Wood. Wood Álf have a climb speed equal to their land speed, when not climbing sheer cliffs or walls. They can also speak with and understand plants, though they sometimes cannot gain much information, since plants can't necessarily see. Wood Álf Mages do not need an Arcane Focus to use Wild Magic.

  Scent. Creatures do not gain concealment from a Wood Álf if they are within 30 ft. Also a Wood Álf's sense of smell is so good, it can be used to make tracking checks and perception checks to notice creatures within 30 ft. or up wind.   Sensitive Nose. Wood Álf have sensitive noses and therefore have disadvantage on effects that sicken with stink or charm with sweetness. If they suffer damage from an inhaled poison or sniff something that stinks so bad it causes retching, they lose their Scent ability until they take a short rest.   Darkvision. Wood Álf can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Claws. Wood Álf have claws which they can use for natural attacks, dealing 1d4 point of slashing damage.  

Fleet of Foot: A Wood Álf's base walking speed increases to 35 feet.


 


Layilnabi

  Night Álf, or Layilnabi, are pale skinned Álf with two curved horns pointed back along their heads. They have sharp canines and a venom gland in thier mouth. As the least seen and known of Álf the Night Álf hardly seem to care for thier repiutation as a species. Prefering to be neither seen no heard Night Álf opperate in the dark of night so other Álf can rest and carry on the good fight in the day. Common Night Álf Soul Twins are spiders, panthers, snakes and bats.  

Night Álf

Ability Score Increase +1 Cha
Size Medium
Speed 30 ft.

Way of the Dark. Night Álf have advantage on Stealth checks to avoid being seen when in the shadows, and can hide in such areas when only lightly obscured. Night Álf Mages do not need an Arcane Focus to use Core Magic.

  Superior Darkvision. Night Álf can see in dim light within 120 feet of them as if it were bright light, and in darkness as if it were dim light.   Sensitive Eyes. Night Álf have trouble adapting to the light. If they are using their darkvision they have disadvantage on saves to resist blinding effects caused by light. Also if they enter an area with bright light after being in dark light for at least one hour they are blinded for a round.   Sting. Night Álf have a venomous bite that deals 1d4 points of poison damage on a hit and allows for a Constitution savings throw, DC 8 + prof + Constitution modifier, vs the poisoned condition for 1 minute. The target can repeat the save each round. The Night Álf can only use this once per long rest.


Mayimnabi

  Water Álf, or Mayimnabi, are blue tinted Álf with a single braided horn on top of their heads. They have dorsal fins and fins on their elbows as well as webbed feet. They are of the least seen of Álf but one of the most notorious. The can eccolocate and have a sonic blast. Water Álf are sensitive to intense sound, as such it is highly offensive for Water Álf to use their sonic blasts on their brethren. Common Water Álf Soul Twins are porpoise, shark, seal, tortoise, sea horse and crocodile  

Water Álf

Ability Score Increase Con +1
Size Medium
Speed 30 ft. Swim 30 ft.

Way of the River. Water Álf can breathe under water and above it. They also have a swim speed equal to their land speed. Water Álf need to ingest three times as much water as normal characters. Water Álf Mages do not need an Arcane Focus to use Sea Magic.

Echolocation. Water Álf  have blind sight in water out of 60 ft.   Sensitive Ears. Water Álf have sensitive ears and therefore have disadvantage on saves to resist being deafened by thunder damage. Also they have a weakness to thunder damage. If they take full damage from a thunder attack they lose their echolocation until the take a short rest.   Sonic Blast. Water Álf can use their action to release a sonic blast in a 15-foot cone, each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + their Constitution modifier + their proficiency bonus. A creature takes 2d6 thunder damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After they use their sonic blast they must take a short rest before using it again.


Raqiyanabi

  Sky Álf, or Raqiyanabi, are gray skinned Álf with ramlike horns that cover their heads like helmets. They have wings on their shoulders, backs and hips. Thier body is cover with plumage, only thir faces, hands and feet are exposed. Their plumage is often white, but some are red or brown. Though the only Alves not bound to the earth Sky Álf are humble and have a heart to serve. Common Sky Álf Soul Twins are Eagles, Hawks, Owls and Ravens.  

Sky Álf

Ability Score Increase
Size Medium
Speed 30 ft. Fly 30 ft.

Way of the Sky. Sky Álf can fly when not carrying a medium load, and while not wearing medium or heavy armor. Sky Álf Mages do not need an Arcane Focus to use Sky Magic.

Watchful Eye. Sky Álf have advantage on vision based perception checks. This does not affect passive perception.

Sensitive Eyes. Sky Álf have disadvantage on saves to resist blinding effects caused by light. Also if they take full radiant damage from an attack they lose their Watchful Eye feature until they take a short rest.

Ram. A Sky Álf can ram an opponent with it's horn dealing 2d8 + it's Strength modifier bludgeoning damage if it flies at least 15 feet before hitting it.

Gust. By flapping all six wings a Sky Álf can generate enough wind to clear dust, fog or smoke or to extinguish nonmagical flames within 30 ft. This is an action and can only be used once per short rest.


 

Basic Information

Anatomy

Humanoid, five fingers and toes, various horns, pointed ears.

Genetics and Reproduction

Sansexual (Produced from the Tree of Álf)

Dietary Needs and Habits

Superfoods, Fruit, Vegetation

Additional Information

Facial characteristics

Sharp features, pointed ears, horns

Average Intelligence

High

Perception and Sensory Capabilities

Advanced hearing and vision.

Symbiotic and Parasitic organisms

Twin Soul

Civilization and Culture

Naming Traditions

Hebraic

Major Organizations

The Kohen, The Nabi, The Shofet, The Mal'ak,

Average Technological Level

Iron Age

Common Taboos

Black Magic

Historical Figures

Katriel, Gabriel, Raphael

Interspecies Relations and Assumptions

Generally peaceful, but not tolerant of evil, as such they are hostile toward Muspel.
Genetic Descendants
Scientific Name
merkus dryadalus
Lifespan
Undetermined
Average Height
6-7 ft.
Average Weight
90-130 lbs.

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