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Elf-Orc Faesīr

Homebrew

Elf-Orc (Faesīr)

A half-elf/half-orc is known as a Faesīr. Such a creature is doomed to a life of ostracism, being equally despised by orcs and repulsive to elves. Nevertheless, their elegance, poise, and levelheaded demeanor is a stark contrast from the brutish ferocity of orcs, and they are often driven to a life of adventure where they will be renowned for their deeds rather than their appearance. Elf-orcs are blessed with the beauty of elves, marred only by jutting jaws, prominent teeth and a slight hunch to their build. Elf-orcs stand between 6 to 7 feet tall yet lack the broad, bulky bodies of their orc parent, instead having slim builds with their natural muscle wrapped tightly beneath the flesh. Their skin tones tend to reflect that of their elven parent tinged with a grayish, dulling hint.   There is an almost elegant quality to their purposeful movements, reminiscent of lion or tiger—powerful, yet precise and fluid. Elf-orcs are not as strong as full orcs, nor as agile as pure elves, they instead embody a near-perfect balance between might and speed. They are impulsive and erratic, making them all but impossible to anticipate in battle; a trait which earns the respect of some of their parent races, if not their acceptance.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1.
age:
Size: Medium
speed: 30 ft
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:

Darkvision. Thanks to your orc blood, 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.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

    Subrace. Choose one of the following subraces for your elven heritage.

   

Aquatic Elf

Amphibious. You gain a swimming speed equal to your walking speed and can breathe air and water.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

 

Drow Elect

Extended Darkvision. The range of your Darkvision increases to 90 feet.

Gift of Arachnida. You can communicate simple ideas with spiders via sounds and gestures. When you reach 3rd level, you gain a climbing speed of 30 feet. When you reach 5th level, you can cast spider climb once with this trait, requiring no components or concentration. You regain the ability to cast this spell with this trait when you finish a long rest. Constitution is your spellcasting ability for it.

Menacing. You gain proficiency in the Intimidation skill.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

 

High Elf

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

In addition, choose one of the following traits:
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
    Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Wild Elf

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

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