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.