Island Elves
Biological Information:
The below information is designed to be used to help build your character. Some of the content is from the players handbook and other D&D sources, others are completely new creations of the Make A Saving Throw Team.
The below information is designed to be used to help build your character. Some of the content is from the players handbook and other D&D sources, others are completely new creations of the Make A Saving Throw Team.
Species Features
Lifespan:
280 - 310.
Height:
5 feet and 6 feet.
Speed:
30 Feet.
Skin Tone:
Their skin tones are dependant on where in the Isles of Ardamire.
Northern Isles Skin Tones:
Pale white, snowy white. Porcelain.
Central Isles Skin Tones:
Tawny, walnut, generally darker skin tonnes.
Southern Isles Skin Tones:
Golden Tan, Olive
Eye Colours:
Green, Grey, Black, Yellow. (Common)
Purple, Ice Blue, Dark Blue. (Rare)
Hair Colours:
Brown, blonde, Ginger. (Common)
Grey, Black, Red and Green (Rare)
Species Traits
Darkvision:
You have 60 feet of Darkvision.
Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses:
You have proficiency in the Insight, Perception, or Survival skill.
Island Elven Traits:
Merchants Tongue:
You can become an expert in one of the three skills, Persuasion, Deception, or Performance.
This skill must be swapped for Keen Senses.
Level One:
Island Elves are master sailors, as their homeland is a chain of multiple islands. As a result you can give yourself advantage on dexterity checks. This skill can be used a total number of times, based on your proficiency bonus.
Level Three:
You can cast the spell Snare, once per long rest without using a spell slot. You have this spell always prepared.
Level Five:
You can cast the spell Water Walk, once per long rest without using a spell slot. You have this spell always prepared.