Elf

At the beginning of time, when the True Fae themselves were raiding the still forming material realm, the blood they spilled warped the life that was forming, and from the land fed by fey blood, the elves arose and have existed in one form or another ever since then. The first elves were hated by the other races and decided to serve their Fae progenitors for a time, until they too were used and harmed by them. The elves of the first elven empire fell, but their defiance of the True Fae did not. Only one subrace stayed true to their Fae sovereigns, the Moon Elves. Almost all Moon Elves do not die of old age, and will stop aging sometime in their adult life. For most of the rest of the Elves however...   They may be longer lived than humans and a few other mortal races but they too are still mortal.         Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Biology. As an aspect of being a magical descendent of the Fae, elves have control of their own natural reproductive cycle. They can choose to perform a ritual that will allow them to reproduce and have children. The ritual only makes them fertile for a short time, a month and a day, and if not conceived in that time, they will have to repeat the ritual. Elven pregnancy is longer than a typical human pregnancy by 3-4 months. The ritual has a rare ritual component requirement (Blue Moonflower), often available only from elven cities or elven temples. Ability Score Increase. Your Dexterity score increases by 2. 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 easily expect to live to be 750 years old though the upper limits observed are different from subrace to subrace. 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. Size. Elves range from under 4 to over 5 feet tall and have slender builds, almost never reaching 6 feet in height. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, 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. Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.     Subrace. Choose one from the following options:     High Elf   Ability Score Increase. Your Intelligence score increases by 1. Age. High Elves can live up to 30,000 years. At least that’s the oldest recorded age. 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. You learn an additional cantrip at level 10. and every 5 levels thereafter. Extra Language. You can speak, read, and write one extra language of your choice. You learn an additional language at level 8. and every 4 levels thereafter. (12, 16, 20)         Wood Elf   Ability Score Increase. Your Strength and Wisdom score increases by 1. Age. Wood Elves can live up to 30,000 years. At least that’s the oldest recorded age. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Foot of the Wild. Your base walking speed increases to 35 feet at level one, and 40 feet at level 5, and 45 feet at level 10, and 50 feet at level 15. 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.     Draconic Elf   Rarely found outside the Empire of Draconis. Ability Score Increase. Your Strength or Constitution score increases by 1. Your Charisma score increases by 1. Your Dexterity score decreases by 1. Age. Draconic Elves live up to 10,000 years. (per lifetime) Dragon Scales. You have Dragon Scales covering vital points that grant natural armor allowing you to calculate armor class beginning 10 + Constitution Bonus rather than just 10. Dragon Claws. You have Dragon Claws that do 1d4 slashing that overcomes +1 magical damage resistance. You may attack with both hands claws as one action, rolling each hand’s attack at full attack bonus. Cantrip. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it. Dragon’s Tongue. You can speak, read, and write Draconic. Dragon’s Soul. You can, at the time of your death, choose to go out in a blaze of glory or reincarnate as another Dragon-blooded elf, awakening at the nearest temple of the Dragon Lord or personal Consecrated bed. Personally Consecrating a bed is a ritual that takes a long rest to perform and 1GP worth of material components. You know this ritual without having to learn it. If you choose to go out in a blaze of glory,you die immediately. You choose a message to roar out as you die, that message is amplified by the power of the Dragon soul within you burning out, and can be heard by all within a fortnight’s travel of your body.The force of this death roar will be felt by any creature within 1000 feet knocking them prone and dealing a number of D6 Force and Thunder Damage each, equal to your HD. All objects not held by a creature or worn, will take double damage from the blaze of glory. If you go out in a blaze of glory, you do not reincarnate, your soul is consumed in the act. Dragon-blooded. Your blood can be used for rituals, magic items, and spells calling for Dragon’s blood. In addition you can learn rituals as though you have the ritual caster feat. Your blood calls memories of rituals to teach you your initial rituals. Work with your DM to determine what options are acceptable.         Primal Elf   Ability Score Increase. Your Strength or Constitution or Wisdom score increases by 1. Age. Primal Elves can be born at any age. And the oldest primal elves are older than anyone knows, but they are claimed to live longer than Draconic Elves. Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Nature’s Tongue. You can speak with and understand one elemental type or all animals native to one terrain type of your choice. Choose only one of the following two at character level one, gain the other one at character level eleven: Elf Weapon Master. You have double proficiency with one weapon you have proficiency with. Walk With Nature. You may use the spell Transport Via Plants Wisdom Bonus times per long rest without expending a spell slot to cast it.     Jinx Elf   Ability Score Increase. Your Charisma score increases by 3. Age. Jinx Elves live for only 666 years and die somehow before their next birthday. Failing Luck. You have the ability to as a bonus action give yourself disadvantage on your next attack or skill check you will make and impose disadvantage on the next check of another creature of any type within 30 feet of you, including deities. Jinx. You cast the Bane spell a number of times per long rest equal to your Charisma Bonus. Charisma is your spellcasting ability for it. Cursed Tongue. You have disadvantage on Charisma Persuasion checks against people you don’t already know. You may cast Vicious Mockery 1/short rest; additionally you may cast Bestow Curse as though a 9th level spell slot 1/long rest. Charisma is your spellcasting ability for it. Once Bestow Curse has been cast in this way you cannot cast it on another target in this way until your active curse expires.     Lorekeeper Elf   Lorekeeper elves mixed with other races early on in their existence in their quest for understanding the world, so they live really long compared to most humanoid races but they physically age just slightly slower than humans, about one third as fast. They need to be cared for in their old age which is usually by 300 years old at the latest, and they need assisted living for a few hundred years before they die. The oldest one known was 963 years before undeath. They revere their elderly. And when they die, they are turned undead so they may continue being with their people. Different families have different undeath preferences. Committing crimes in their lands will likely get you sentenced to an eternity of undead servitude. They adventure when they have no family to care for or they desperately need funds to buy a bigger home or hire a caretaker or pay for a retirement home. Other elves, mostly High Elves look down on them because they age and die of old age so quickly.   Ability Score Increase. Your Intelligence and Wisdom score increases by 1. Age. Lorekeeper Elves may be able to live 1000 years, but most of that will be spent in an increasingly geriatric state.This is why they have elected culturally to turn to necromancy and become undead before senility robs their minds of their memories. Forgotten Lore. You have the ability to recall lore from the most obscure sources granting you proficiency in one skill of your choice when you finish a short rest and expertise in one skill you have proficiency in when you finish a long rest. In addition you have the ability to cast Legend Lore without material components 1/long rest. Know what isn’t Spoken. You may cast the Detect Thoughts spell a number of times per long rest equal to your Proficiency Bonus. Intelligence or Wisdom is your spellcasting ability for it. If These Walls Could Talk. You may perform a ritual spell a number of times per long rest equal to your Proficiency Bonus, doing so in excess of this limit causes a level of exhaustion. Intelligence or Wisdom is your spellcasting ability for it. You spend ten minutes holding an object or standing in a place touching walls, the ground, trees, or other such objects. Doing so allows you to roll a spellcasting ability check with proficiency or an arcana check whichever is better, which grants you a glimpse into events that happened around the object. Recent past and events of extreme emotional effect will be easier to read than less impactful or older events. Lorekeepers may choose to teach this ritual to a non-Lorekeeper, it will cost them 1000 GP in rare components to transfer the understanding into the student in a way they can then transcribe into their ritual book. The ritual they learn will always cause one level of exhaustion every time its used. Finder of Lost Things. You may cast the Locate Object spell a number of times per long rest equal to your Proficiency Bonus. Intelligence or Wisdom is your spellcasting ability for it. Speaking with the Dead. You may cast the Speak with Dead spell a number of times per long rest equal to your Proficiency Bonus. Intelligence or Wisdom is your spellcasting ability for it.     Banshee Elf   Banshee elves have a right of passage into adulthood that utilizes dropping the young into a labyrinth of some sort, with everything they need to make glider wings for themselves so they can escape. Those that make it out alive are accepted as adults in Banshee elf society. Ability Score Increase. Your Charisma score increases by 1. Age. Banshee Elves live to be on average between 5,000 and 6,000 years old. Master Makers. You have proficiency with tinker tools and one other crafting tool of your choice. If you already have proficiency in tinker tools from another source you gain expertise with them. All Banshee elves can make glider wings allowing them a fly speed equal to their move speed. They can use them to fly horizontally at a rate equal to their movement. But flying up requires a successful Acrobatics check DC 11 and costs double movement. They cannot use their arms while flying with Banshee Elf Glider Wings. Terrible Wailing. You have advantage on Charisma Intimidation checks against anyone who can hear the haunting and terrifying tones you can unleash in normal speech. You may cast Fear 1/short rest, additionally you may cast Thunderwave a number of times equal to your Proficiency Bonus/long rest as though a spell slot level equal to your Charisma Bonus, minimum 1st level. Charisma is your spellcasting ability for it, save DC equal to 8 + Proficiency Bonus + Charisma Bonus. Banshee’s Scream. You can use your scream in one of the following ways at level one and gain the other at level eleven: Sonic Manipulation. Can assist your flight allowing you to do more than glide with Banshee wings. Now you can use your screams to give your wings lift at a rate of 5ft move for 5ft lift. Can also allow you to use your scream to pick up and manipulate objects as though you had cast the Mage Hand spell, without actually casting a spell. Weight Limit is 10 pounds times your Charisma bonus. You can even attempt to pick locks without lockpicks using your scream. You may also attack with objects you are controlling in this manner as a bonus action using your Proficiency bonus plus Charisma bonus as your attack bonus. Sonic Blast. Allows you to make a 30 foot cone attack as a bonus action dealing a number of d8 thunder damage equal to your proficiency bonus. All within range must succeed a Constitution save DC equal to 8 + Proficiency Bonus + Charisma Bonus for half damage. All who fail the check are also knocked prone. Recharge 4-6. You may narrow the area from a cone to make it a 50 foot line attack instead, stopping at the first target in the line. Using the line attack on an object deals double damage as long as it is not carried or worn.       Nephili Elf (Sun Elf)   Ability Score Increase. Your Wisdom score increases by 1. Age. Nephili Elves, or Divine Elves as they are sometimes called, have no known age limit and haven’t been seen in ages according to most scholars. Regeneration. You heal +1HP/minute. If you are not at full HP, at the end of your turn roll a 1d10 and if you roll anything but a 10 nothing happens and you repeat the roll next turn, if your roll a 10 you heal +1HP and use that 10 as a counter that goes down at the end of each of your turns by one until combat ends or you would lower it from 1 at which point you heal +1HP again and restart the counter until combat ends. If at 0 HP, when you roll a successful Death Save you heal +1 HP. Even if you fail 3 Death Saves, you will still heal, it will take a long rest from that 3rd failed save unless the body is destroyed or rests on unhallowed ground. Divine Constitution. You have advantage on Constitution saves and recover one level of Exhaustion per short rest. Divine Blood. You know a number of spells of your choice from the following list that you may cast your Wisdom Bonus times per long rest each. Wisdom is your spellcasting ability for it. You learn one at first level and a new one at 5th, 10th, 15th, and 20th levels. The spells are cast at the level they are unless using their Nephili Blood Magic feature. The spell list: Detect Evil and Good, Dispel Evil and Good, Commune, Raise Dead, Mass Cure Wounds, Protection from Evil and Good, Heal, Greater Restoration, Hallow, Banishment, Spirit Guardian, Spiritual Weapon, Guiding Bolt, Bestow Curse, Remove Curse. Nephili Blood Magic. You burn some of your health to boost the power of your magic by Expending a Hit Die and taking that roll as damage, each HD expended raises the spell slot level of a spell you are casting by one spell slot level. You can choose to do this as a part of casting the spell.     Moon Elf   Ability Score Increase. Choose one ability score, it increases by 1. Age. Moon Elves are effectively immortal, and do not age, they are born as adults and live in the form they choose at birth until they die. Regeneration. You may expend any number of HD to heal without resting as a bonus action. A short rest will recover one expended HD or all expended HD for one level of exhaustion. Lunar Nature. You have advantage on Dexterity saves and both Insight and Stealth skill checks. Blood Blessed By Archfey. You learn Vicious Mockery. In addition you may cast the spells gained from this feature without expending a spell slot, without components, and with advantage on any concentration checks for them. Choose from the following list and you may use this ability to cast any of your chosen spells in any combinations up to a number of times equal to your Proficiency Bonus + your Wisdom Bonus per long rest. Wisdom is your spellcasting ability for it. You learn one at first level and a new one at 5th, 10th, 15th, and 20th levels. The spells are cast at the same spell slot level the spells are and cannot be upcast with this feature, but you may use metamagic if you have it. The spell list: Detect Evil and Good, Dispel Evil and Good, Detect Thoughts, Phantasmal Terrain, Phantasmal Killer, Mass Cure Wounds, Protection from Evil and Good, Heal, Greater Restoration, Hallow, Banishment, Spirit Guardian, Major Image, Bestow Curse, Remove Curse. Dark Moon Magic. You burn some piece of soul to boost the power of your magic by trading a level of exhaustion, either from yourself or an enemy you’ve stolen it from. That level of exhaustion you cause can be used to recover from a level of exhaustion you have or it doubles the damage dice of a spell you are casting or allows you to ignore the concentration requirement of one spell by animating it for the duration with the soul piece. You can choose to do this as a part of casting the spell. Dark Moon Reaper. You may as a reaction attempt to steal a soul spark from an opponent after making a successful melee or spell attack targeting them, causing a level of exhaustion in your opponent if they fail a Constitution Save with a DC equal to your Blood Blessed By Archfey spellcasting save DC. If you have no exhaustion levels when you use this reaction to an attack, you may store the exhaustion levels you cause in your targets as soul sparks. You may store a maximum number of soul sparks equal to your proficiency + wisdom bonuses. If you are at maximum soul spark capacity you cannot steal a soul spark. Alternatively, you may use this feature on yourself to automatically take a level of exhaustion and gain 1d4 soul sparks from the act, as a bonus action.     Waterborn Elf   Ability Score Increase. Choose two ability scores from between Strength, Dexterity, Constitution, or Wisdom; each increases by 1. Age. Waterborn Elves mature faster than other elves and typically reach adulthood around age 20. They rarely live longer than 2000 years old.Those that do have abandoned their responsibilities in the Deep War. Waterborn. You are able to move, perceive, and breathe as easily under water as above. You have a swim speed equal to your move speed. You also have Darkvision 60 feet. In addition you are resistant to cold damage and negative effects from cold environments. You are also weak against lightning damage. Water Spirit Magic. You are able to use the Shape Water cantrip. In addition you can communicate with beasts and elements that have a natural swim speed. Regeneration. You may as a bonus action, once per long rest, expend any number of HD up to the limit of your proficiency bonus in order to heal instantly without resting by rolling those HD. A short rest will recover one expended HD or if you choose you may instead recover all expended HD for one level of exhaustion.     Troll-blood Elf   Ability Score Increase. Your Constitution score increases by 1. Age. Troll-blood Elves can live up to 30,000 years. At least that’s the oldest recorded age. Keen Smell. The troll-blood elf has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. You may, as a reaction to taking damage or being at 0 HP, activate the troll-blood within your lineage. Once activated it remains activated for 10 minutes. You may only activate it a number of times per long rest equal to ½ your proficiency bonus (rounded up). The troll-blood elf regains 1 hit point at the start of its turn and when their regeneration is activated. If the troll-blood elf takes acid or fire damage, this trait doesn't function at the start of the troll-blood elf's next turn. The troll-blood elf dies only if it starts its turn with 0 hit points and doesn't regenerate. Troll’s Tongue. You can speak, read, and write Giant. Troll-blooded. Your blood can be used for rituals, magic items, and spells calling for Troll’s blood.       Drow Elf   Ability Score Increase. Your Intelligence score increases by 1. Age. Drow Elves can live up to 13,000 years. At least that’s the oldest recorded age. 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; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. 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. Shadow’s Favor. You can choose to invoke Shadow’s Favor as a bonus action, and when you do it activates for 1 minute. You may invoke Shadow’s Favor a number of times per short rest equal to your Proficiency Bonus. You have advantage on attack rolls and on Stealth (Dexterity) and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in the cover of shadows and darkness, even magical darkness.               Aerth-lann Elf   Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 1. Age. Mycoli Elves can live up to 3,000 years. At least that’s the oldest recorded age. Mycoli Elf Weapon Training. You have proficiency with the dagger and staff. Growth of the Wild. Your body produces tiny mushrooms growing from your skin where other creatures would grow bone spikes or ridges. You may harvest one to use or keep for later use, as a bonus action. You may only harvest a number per long rest equal to your Constitution bonus + Proficiency Bonus. Any Harvested beyond this limit will be impotent until you have completed a long rest. Harvested mushrooms are powerful herbal medicine, effectively having all the qualities of a Goodberry except they do not expire in 24 hours. The amount of HP each mushroom can heal when eaten starts out the same as Goodberry and increases to 2 at level 5, and 3 at level 10, and 4 at level 15. Their sizes grow to reflect their potency. Anyone with the skill to make Healing Potions can use 5HP’s Healing worth of them to make a Healing Potion with otherwise easily found ingredients. Mind of the Wild. You have resistance to psychic damage. Heart of the Wild. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Wild Mushroom Mind. You may choose to use this ability a number of times per long rest equal to your Proficiency Bonus. When activated, the tiny mushrooms on your body release microspores (DC 15 Perception to see it) for the next 1 hour. The spores work on contact, so they do not require anyone to breathe them in or consume them. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range, and must have eaten one of your mushrooms. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Genetic Descendants


Cover image: A strange planet this way floats. by magejosh with DALLE3

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