Elf
Elf
Ability Score Increase +2 Dex
Size Medium
Speed 30ft.
Basic informations
Lore
Elves, much like their living ancestors, the eladrin, who were also commonly called elves, were a long-lived race of the Tel-quessir found most commonly in forests, shrublands, and other wildernesses. From time to time the elves organized strong nations, though with far less frequency than eladrin, in some cases adopting even a nomadic lifestyle. Almost all elves worshiped the gods of the Seldarine, and the elves were generally, though not always, good in nature.Age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.Alignment
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.Size
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.Speed
Your base walking speed is 30 feet.Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.Keen Senses
You have proficiency in the Perception skill.Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Subraces
Sun Elf
Lore
Sun elves were firmly of the belief that they stood as the sole protectors and inheritors of Corellon's legacy in the Prime. Patient and deliberate in most of what they did, they demonstrated an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go. Rushing was out of the nature of sun elves, who, while less versatile than most races, had a mastery of whatever they applied themselves to. Skilled magicians of Sun Elves live on the island of Tolonarien, land of eight sources. Those eight symbolize and grant elves access to eight elements of magic. Hidden between mighty tomes, and self-centered Sun elves spend their days on studies and politics.Ability Score Increase
Your Intelligence score increases by 1.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.Extra Language
You can speak, read, and write one extra language of your choice.Wood Elf
Lore
As a people, wood elves were largely seen as calm and level-headed. Arousing strong emotions in wood elves was not something that was easily done, although many did have a strong aversion for large cities, having lost the passion for urbanization. To wood elves, the trappings of civilization, including the mightiest of fortresses or tallest walls, were transient and impermanent things that would eventually be overcome by the long processes of nature. To many, this attitude seemed condescending, weakening the bonds between wood elves and other races. Living in small families they scout woods of Northern ans Southern Coedwig looking for unnatural dangers and enemies threatening with shattering of fragile natural balance.Ability Score Increase
Your Wisdom score increases by 1.Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.Fleet of Foot
Your base walking speed increases to 35 feet.Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Moon Elf
Lore
Of all the elven races, moon elves were the most impulsive, with a strong distaste for complacency or isolation. Moon elves longed to be the part of community, living as one great family on Mithrail Tolien - the Silver Island. Being, as they believe, children of the Moon, they spend their time on meditation, prayers and tendering to the groves of white oaks. In the commune every one is welcome after he finishes his initial trial known as the moonlight bath. Seluniare - Moon Choosen watch over the Mithrail Tolien safety, using traditional weapons made from fallen branches of the worshiped oaks.Ability Score Increase
Your Wisdom score increases by 1.Moon Elf Weapon Training
You have proficiency with the longsword, glaive, spear, and longbow.Lunar Magic
You know the Minor Illusion cantrip. When you reach 3rd level, you can cast Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.Drow
Lore
Drow, by reputation, were almost entirely evil. The teachings of Lolth represented the standard moral code for most of the race. They were overall decadent but managed to hide it under a veneer of sophistication. Drow were arrogant, ambitious, sadistic, treacherous, and hedonistic. From birth, the drow were taught they were superior to other races, and that they should crush those beneath them. Unlike inherently evil creatures like orcs, the evil of the drow wasn't of inherent nature: They enforced the Way of Lolth, leading to a race of emotionally stunted people, with a tenuous grasp on sanity and scarred mentalities, among which relatively undamaged minds were considered abnormal. However, as mentioned above, the drow had no innate drive towards evil and their morality was colored by the society they lived in. The biggest city of Drows on the surface is located in Col-Kalbi, and is known as most dangerous and exotic trade city in whole Deia. Everything there has a price, if You're willing to pay it. And everything You could ever imagine can be found there.Ability Score Increase
Your Charisma score increases by 1.Superior Darkvision
Your darkvision has a radius of 120 feet.Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.Drow Magic
You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Sea Elf
Lore
Aquatic elves were isolationist by their physical nature, and by choice. They trusted only themselves, their clan, and no others. They couldn't understand why the surface elves did not understand that community and alliances meant survival, whereas rivalry and factionalism meant death. Their alliances with other elves were not based on racial affinity but on gain. Living mostly in Beleg Rael - The White Reef, they nurtured great palaces from living coral.Ability Score Increase
Your Constitution score increases by 1.Sea Elf Training
You have proficiency with the spear, trident, light crossbow, and net.Child of the Sea
You have a swimming speed of 30 feet, and you can breathe air and water.Friend of the Sea
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.Languages
You can speak, read, and write Aquan.Shadar-Kai
Lore
Due to their prolonged exposure to the Shadowfell, shadar-kai were nearly devoid of emotion. They were known to be bitter, grim-natured, troubled, and driven, with souls tainted by darkness. They were often seen as cold and pitiless to outsiders. Shadar-kai embraced living to the limits of pleasure, while striving for personal greatness, so that when they fell, stories of their great deeds would grant them a sort of immortality. In their search for personal glory, most shadar-kai ignored comfort, morality, and safety, traits they considered banalities. They were believed to have originated as an offshoot of elves associated with the Raven Queen.Ability Score Increase
Your Constitution score increases by 1.Necrotic Resistance
You have resistance to necrotic damage.Blessing of the Raven Queen
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.Eladrin
Lore
Due to their longevity and strong ties to the otherworldly magic of the Feywild, Eladrin had a detached view of the world outside of their sphere. This detached view of the world could make Eladrin seem distant and intimidating, not to mention haughty and arrogant. Furthermore, the powerful fey nature of Eladrin might frighten less magically talented races. Eladrin, however, took friendships quickly to heart and could react with rage when their compatriots are threatened. Combined with their general intelligence, bravery, and arcane power, this loyalty to friends made them formidable allies and dangerous enemies. Eladrin lived in grace with the touch of magic found throughout their lives, as exemplified by Corellon, the patron god of all fey but particularly his chief creation the Eladrin.Ability Score Increase
Your Charisma score increases by 1.Changing with the Seasons
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season.Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so until you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:- Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
- Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you take fire damage equal to your Charisma modifier (minimum of 1 damage).
Languages. Common, Elvish
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