Dokkalfar Elves Ethnicity in Orrusanùr | World Anvil
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Dokkalfar Elves

  Thousands of years ago, a schism among the elves tore their once-united race asunder. On one side stood the benevolent, guided by virtues of compassion and empathy; on the other, the malevolent, driven by selfish desires and cruelty. This conflict, which shook the very foundation of elven society, culminated in a decisive battle that marked the end of an era.   The forces of good prevailed, banishing their malevolent kin to the dark abyss of Orrysanur, a subterranean realm shrouded in eternal darkness. There, amidst the depths, the exiled elves splintered into two factions: the Kingdom of the Drow and the Kingdom of the Dokkalfar. Yet, even in their exile, discord simmered beneath the surface.   As ages passed, the rift between the two kingdoms widened. The Queen Spider, ruler of the Drow, declared all Dokkalfar to be enemies of her court, decreeing their execution. Forced deeper into the bowels of Orrysanur, the Dokkalfar faded from the annals of history, forgotten by the world above.   In the lightless depths of their new home, the Dokkalfar sought solace and strength. They found both in the embrace of their forgotten deity, Bananach, the Spider King, residing in the true Abyss. Under its guidance, the Dokkalfar forged an empire in the shadows, away from the realms of both Brightlanders and Drow.   The Dokkalfar, also known as deep elves or forgotten elves, possess an otherworldly beauty, with alabaster skin, tinged with hues of blue, and hair as white as frost. Their eyes, black as the void, betray their origins in the depths. Among them are the atharraichte elves, the changed ones, bearing traits of both Dokkalfar and troll, marked by silver-white or dark-hued hair and eyes of blue or green flecked with gold.   In reverence to Bananach, the Demon Spider King, the Dokkalfar worship and obey its every whim without question. They see themselves not as exiles but as the destined rulers of all darkness, awaiting the day when their deity commands them to rise and reclaim what is rightfully theirs.   Adapted to their lightless domain, the Dokkalfar have evolved to thrive in darkness, their eyes piercing through the veil of night while recoiling from the touch of sunlight. Within their sprawling cities, carved into the cavernous depths, they weave webs of intrigue and power, ruled by patriarchs who vie for dominance over their kin.   Magic flows through the veins of the Dokkalfar, ancient and potent, shaped by their subterranean existence. Their cities stand as testament to their mastery over stone, their structures both delicate and resilient, adorned with the intricate beauty of elven craftsmanship.   Yet, amidst their splendor lies a darkness that mirrors their souls. Poison courses through their veins, harvested from the venom of spiders and the flora of the Underdark, a tool wielded with ruthless efficiency in their politics and warfare.   In the heart of their society lies a strict hierarchy, where males hold dominion over females, and power is wielded with an iron fist. Clan houses vie for supremacy, their politics driven by ambition and betrayal, guided by the will of Bananach and enforced by its faithful priests.   For the Dokkalfar, the surface world is a distant realm, its inhabitants naught but pawns in their eternal game of dominance. As they await the call of their deity, they scheme and plot in the shadows, their eyes fixed on a future where they shall reign supreme over all realms of darkness.  

Stat Block as Monsters

  Dokkalfar Medium Humanoid (Elf), Lawful Evil   Armor Class 15 (chain shirt)   Hit Points 13 (3d8)   Speed 30 ft.   STR: 10 (+0), DEX: 14 (+2), CON: 10 (+0), INT: 11 (+0), WIS: 11 (+0), CHA: 12 (+1)   Skills Perception +2, Stealth +4   Senses Darkvision 120 ft., Passive Perception 12   Languages Elvish Dokkalfarian (Dark elven), Undercommon   Challenge 1/4 (50 XP)   Proficiency Bonus +2   Fey Ancestry. The dokkalfar has advantage on saving throws against being charmed, and magic can’t put the dokkalfar to sleep.   Innate Spellcasting. The dokkalfar’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:   At will: dancing lights   1/day each: darkness, Sound Sight - Spells - Homebrew - D&D Beyond (dndbeyond.com)   Sunlight Sensitivity. While in sunlight, the dokkalfar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Actions   Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

VARIANT: DOKKALFAR MAGIC ARMOR AND WEAPONS

  The Dokkalfar often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.   A dokkanfar wearing a +1 chain shirt and carrying a +1 shortsword has AC 19 and a +1 bonus on attack and damage rolls with shortsword attacks.   A dokkanfar elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.   A dokkanfar priestess of Lolth wearing +3 scale mail has AC 19.

Dokkalfar Traits

 

Ability Score Increase

Your Intelligence score increases by 1.  

True Fey Ancestry

The dokkalfar has advantage on saving throws against being charmed, and magic can’t put the dokkalfar to sleep.  

Innate Spellcasting

The dokkalfar's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:   At will: dancing lights   1/day each: darkness, faerie fire  

Elf Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow.  

Cantrip

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.  

Sunlight Sensitivity

While in sunlight, the dokkalfar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.  

Extra Language

You can speak, read, and write one extra language of your choice.
 

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