Elve Species in Ullthwaygon | World Anvil
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Elve (Svell-dar-ri)

Standard Hominid Race

Work In Progress!

This article is still under construction. The information found here may be out of date, contain errors or various inconsistencies.
Appearing in many, many worlds, Elves, known more commonly as elves are a tall and fleet-footed species. Hailing most often from the world in which they are present or a plane closely connected to it. They often command an air of grace and composure. This is more often than not a ruse and many of their civilizations have worked hard at fostering an air of mystery around them to help take the knowledge of their existence from fact to rumour or preferably legend.  

Elves in Ullthawygon

Unlike in many other worlds they are not in any sort of hiding and will freely mix with the rest of the population. They only hold a few, truly monoracial kingdoms and genrally prefer a multiracial existance out in the wider world than cooped up in one holding.

Articles under Elve


Elf

A Standard, Tier 1 Race


Medium Humanoid

Subtype(s): Fey

Speed: Standard 30ft.

Natural Armour: 10

Sences: Standard 200ft.

Ability Scores

+3 Total: +2 Dex, +2 Cha, +2 Wis, -2 Int, -1 Con

Natural Attack(s)

Punch

To Hit 1d20+Str/Dex | On Hit: 1+Str Blugeoning Damage | 2x Critical

Racial Proficiencies

Animal Handeling, Arcarna, Stealth, Survival

Racial Languages

Elven, Sylvan, Common

Racial Features

Legendary Dexterity

Your grace and speed set you apart from your peers, given time you could outshine all others before you. Your maximum Dexterity is 22 instead of 20. Additionally, you may re-roll a natural one on any dexterity saving throw or skill check up to three times per day; Gaining an additional use of this ability for every 3 levels you hold above first.  

Fleet

You are supernaturally fast and so long as you receive no harm you can outrun all but you fastest foes and companions. Your base movement speed is increased by 10ft. Upon receiving damage, you must succeed a dc 15 Constitution or Dexterity Saving throw or lose this speed. This speed boost returns after 2 turns of not receiving any damage.  

Trailing Image

When moving at speed, an eco of your form seams to lag behind you. While moving above 30ft. per-turn you a displaced image of yourself trails behind you, giving enemies disadvantage on opportunity attacks against you.

Alternative Racial Features

The following features can be take in place of standard racial features.

 

Racial Feats

You may pick any one of the following racial feats in place of an ordinary feat upon reaching the appropriate level.

 

Lingering Image

Requires a level 4 character or higher.

Like something from the ancients moving pictures, you can leave a shortlived image of yourself behind you. When making a dash action, you may as a bonus action leaves behind a displaced image of yourself that last until the start of your next turn. Creatures within 10ft. of this image must succeed a dc 13 Wisdom or Intelligence save or attack this image instead. The Image has an AC of 10 and disappears after receiving any damage.

Racial Heritages

Elves are the offspring of two parents, pick two heritages.  

Blood of the Forrest (Forrest Elf)

You come from a long line of elves of the forest, granting you some protection of its dangers.
One Parent
Any damage received from poison is reduced by 1 + half your level.
Both Parents
All of the above plus You gain advantage on saving throws against the effects of most poisons.  

Childe of the Magpie (Ebbon Elf)

W.I.P.  

Peacock Feathered (Show Elf)

W.I.P.  

Knife Ear (Ashsur Elf)

W.I.P.

Block Link: Elf [URS]

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