Sylvareth
Table of Contents
Background
Under Construction
Racial Features
The Sylvareth's racial features are shown on the following stat block:
The Traveler's Guide to Aellorah
Sylvareth
The Sylvareth, also called Half-Elves, the first race of Aellorah to be created by a Wellspring eruption rather than the Seven Sisters, have difficult lives. The Wellspring eruption that created them occurred in the year 320 AE. Depending on the timeline of your campaign, the oldest Sylvareth may only be a few years old, or they may be just coming of age. Their arrival resulted in inquisitions comprised of Elves seeking to rid the world of what they saw as an abomination. It did not help that they were the 8th race to arrive on Aellorah, which is an unlucky number in Aelloran numerology. Humans, however, welcomed them, seeing them as a chance to recover from the still small number of Humans in the wake of the Grave Rot Plague.
They mostly resemble Humans, but have leaner builds and though they have the characteristic pointed ears of the Elves, theirs are stubbier. They have the almond eyes of Humans and display hair colors not seen in Elves, such as red. They display the loving and passionate side of their Human ancestry and the respect for life and the natural world exhibited by their Elven ancestors. They are highly empathetic people, able to read the emotions of those around them.
They inherited the divine domains of their parent races, Life and Zeal, as well as an additional domain depending on their subrace.
Stubborn
Once per long rest, if you succeed on a saving throw for an effect that still inflicts damage upon you, your hit points cannot be reduced below your Charisma modifier (minimum 1). If your hit points are already below your Charisma modifier (minimum 1), you instead take no damage. This trait is activated automatically the first time this occurs and does not require a reaction.
Guardian
In addition to your long lifespan, you seem to have an innate knowledge of how to preserve life, giving you proficiency in the Medicine skill. You also gain access to the 'Spare the Dying' cantrip.
Darkvision
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 discern colors in that darkness only as shades of gray.
Tool Proficiency
You gain proficiency with any artisan’s tool of your choice.
Subraces
The Sylvareth appear in the following racial variants:
The Traveler's Guide to Aellorah
Altriom
Lifebond
As an action, you can touch a creature and restore hit points to them by expending your own hit dice. You can use this ability as long as you have hit dice remaining and use as many hit dice at once as you wish. If you do this during a short rest, the hit points restored are maximized.
The Traveler's Guide to Aellorah
Gentiom
Gentiom Sylvareth are very passive, finding conflict of any kind horrible. They are natural diplomats and negotiators. If threatened, they can invoke a magical protection that wards off attackers. This ability was crucial during the Sylvareth’s initial emergence, when several regions of the world hunted and tried to kill Sylvareth out of fear.
Negotiator
You have proficiency in the Persuasion skill, and advantage to Persuasion checks when attempting to de-escalate a conflict. Additionally, once per short rest, you can cast the 'Sanctuary' spell without expending a spell slot.
The Traveler's Guide to Aellorah
Sentiom
The Sentiom Sylvareth express more of their Human side, showing less emotion than a Human, but far more than an Elf. They are very sensitive to the emotions of those around them due to a natural ability to passively pick up on the surface emotions of others. They keep this ability concealed, fearing that it would only make their relations with the Elves worse. They have arguably the best relations with Humans of the three Sylvareth variants.
Empath
You have the ability to sense the surface emotions of creatures within 30 ft. of you. This ability can pick up on simple emotions, such as anger, disgust, joy, etc. You can delve deeper as an action, allowing you to glean more complex information about the creature's emotional state and desires. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you have advantage on Persuasion, Deception, and Insight checks against them for 1 minute. You can do this a number of times per day equal to half your proficiency bonus (rounded down).
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