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Elf

Elves were created by Anchéadann in Faerie, and only came to Fiore through portals between the realms. Elves have a more inherently magical physiology than humans or dwarves. The divide in principles and lifespan tend to have elves stick to themselves, though intermingling is merely uncommon. During the Second Age elves rose to prominence through magically mastery and the creation of grandeur cities. After the fall, elves returned to a more simplistic life, though they still are known for the beauty of their creations. There are several distinct subraces of elves that are different from those described in the Player’s Handbook and Monster Manual.

An Immortal Soul

It is unclear why Anchéadann bestowed immortal souls upon his creations, but Elven souls are unique among all other creations in Fiore. Where upon death other races' souls will be sent to either Couladahd or one of the Hells, Elven souls will return to purgatory to await rebirth. This is often seen as both a blessing and a curse, and there are ample points to support both claims.
  It is this uncertainty that has lead to the varying treatment of half-elves throughout elven society. Some elves believe that because their souls are immortal, they are also finite, with the entirety of elven souls having been created in the beginning when Anchéadann created the elves. This would mean that the intermingling of elves and humans would sully an immortal elven soul with mortality. The speed at which half elven lineage loses their prior lives memories works to support this thought. And, while half-elves will have glimpses of previous elven lives, no elves have ever had visions of a life as a half-elf. The vast majority of Sun Elves, Drow, and Sea Elves believe this and see a half elf as a tragedy, an immortal soul tainted with mortality and a slow drain on the remaining elven souls in existence. The other school of thought is that half elves are mortal human souls that have been strengthened by the close connection to the immortal elven soul of its parent. This puts half-elves in a better light and is a view maintained primarily by Moon Elves. Wood Elven beliefs on the subject can vary between tribes.
  The immortal soul also plays a part in the relationships that make up elven families. Elves are almost exclusively monogamistic; each elven soul is connected to another, thier aen'sielu. Elven sages are unsure what it is that causes this, but there has never been an instance of an elf being born unable to find their aen'sielu. An elf may need to wait a hundred years for the other soul to be born, but it always comes to pass, and the souls are always drawn to the other. On top of that, while a soul may be born into different races of elves through various incarnations, the bonded souls are always born into the same race of elf. It is also believed that Lolth left a taint on the souls of the drow when she corrupted them, as no elf has ever recalled being a drow in a previous life, and no drow a different race of elf. The combination of the bonded souls with the vast difference in lifespan, plus a multitude of cultural differences, is why half-elves have always been a rarity.
 
The Pull
The vännu, also known as "the pull" in common, is the term used for the unconscious tug between aen'sielu. The sensation typically begins after both elves have reached a century and begun delving into their past life memories. This transition into adulthood is often highly anticipated, and the journey to find their aen'sielu is treated with the reverence of a pilgrimage. The sensation of vännu never fades, giving comfort when two aen'sielu are seperate.    

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

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. 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 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.

Elf Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow.

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.

Sun Elf

As a sun elf, you have a keen mind and a mastery of at least the basics of magic. Sun Elves tend to be haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The most splendid of the great elven cities were usually created by sun elves. Their wizards have been performing mighty feats of arcane magic for millennia. Sun elves are also the least inclined toward nature and the wilderness. Although more inclined to protect and live with the natural world than the typical human or dwarf, they have built great cities of stone in the past, and they commonly shape and tame nature to suit their needs. The sun elves of Fiore (also called gold elves or sunrise elves) have darker bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black.

Ability Score Increase

You can choose to increase either your Dexterity or your Intelligence score by 1.

Heat Of the Sun

You can choose either the Create Bonfire, Firebolt, or Green-Flame Blade cantrip. Intelligence is your spellcasting ability for this spell. Whenever you cast a spell that deals fire damage the fire damage is increased by 2.

Extra Language

You can speak, read, and write one extra language of your choice.

Moon Elf

As a moon elf you have an innate gift with illusion and others find it more difficult to see through them. Moon elves are neither as woodsy as wood elves, nor as magically inclined as sun elves. They are generally less aloof than sun elves and more willing to engage with other races than both sun and wood elves. Moon elves are the most impulsive of the elf subraces, with a strong distaste for complacency and isolation. They do tend to keep the locations of their enclaves secret however, protected by the illusions they are so proficient with. Moon elves of Fiore (also called silver elves or moon-shadow elves) are pale, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

Ability Score Increase

You can choose to increase either your Dexterity or your Intelligence score by 1.

Blessing Of the Moon

You know the minor illusion cantrip. Whenever a creature attempts to see through one of your illusions, any illusion not just ones created by minor illusion, it has disadvantage on the Investigation check required to do so. When you reach 5th level, you can cast the invisibility spell (self only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Charisma is your spellcasting ability for these spells.

Extra Language

You can speak, read, and write one extra language of your choice.

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. In Fiore, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves and maintain a more nomadic lifestyle. Long ago, different types of elves were forced out of their homelands and became wanderers, living together amid nature as they moved rather than building new cities. These peoples blended, communicated, and created their own culture, becoming wood elves over the generations. As various elven empires fell—and especially with the end of the Second Age—wood elves have resettled the lands abandoned by their cousins. They see themselves as protectors of these ancient elven homelands, but they are protective of elven right to the place, not the buildings of the past. They have lost the urge to build and replace nature with walls and palaces; even the cities built by their elven kin seem to be foolish to the wood elves. The forest is the true home of the elves, and those forests are what need protecting. Wood elves aren’t as winsome and flighty as their description in the Monster Manual and Player’s Handbook describes. They are calm, serene, and difficult to surprise. Their patience is legendary. As a people, wood elves are largely seen as level-headed and somewhat grim. Arousing strong emotions in wood elves is not something that is easily done, although many do have a strong aversion for large cities.
Wood elves have a notable disinterest in the arcane arts. To a wood elf, the wizard's spells are little different from the mason's castle walls or the tiller's plow—a means of controlling the natural world, which is contrary to the common ethic of living in harmony with nature rather than trying to dominate it that so many wood elves espouse. They do, however, take a great interest in the nature magic of druids and thus have more druids among them than any other elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper colored. Their eyes are green, brown, or hazel.

Ability Score Increase

You can choose to increase either your Dexterity or your Wisdom score by 1.

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.

Wild Elf (Variant)

Wild elves are wood elves that have adapted the more primal aspects of nature. Wild elves are almost never seen outside their forest homes on the hot rain-forested island of Elfaivar. Like the wood elves, wild elves lost their empires millennia ago, but unlike the wood elves, the wild elves severed connections from their elven cousins, becoming insular and savage. The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are a quiet, withdrawn people who neither like outsiders nor tolerate any offense to their person. They are quick to violence if provoked. When choosing to be a wild elf you are considered a wood elf, but instead of the Mask of the Wild ability, you have the Nature's Ferocity ability.

Nature's Ferocity

You know the primal savagery cantrip and Wisdom is your spellcasting ability for this spell.

Sea Elf

As a sea elf, your ancestors fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Like other elves, sea elves can live to be over 750 years old.

Ability Score Increase

You can choose to increase either your Dexterity or your Wisdom score by 1.

Swimming Speed

You have a swimming speed equal to your walking speed.

Child of the Sea

You can breathe air and water, and you have advantage on Constitution checks against extreme cold.

Friend of the Sea

Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Sea Elf Weapon Training

This ability replaces standard Elf Weapon Training granted by your race. You have proficiency with the dagger, trident, scimitar, and light crossbow.

Eladrin

As an eladrin you are an elf of Faerie, a realm of perilous beauty and boundless magic. Using that magic, you can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in Faerie in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.

Ability Score Increase

You can choose to increase either your Dexterity or your Charisma score by 1.

Eladrin Seasons

d4 Season
1 Autumn: peace and goodwill, when summer’s harvest is shared with al
2 Winter: contemplation and dolor, when the vibrant energy of the world slumbers
3 Spring: cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes
4 Summer: boldness and aggression, a time of unfettered energy and calls to action

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when 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 Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
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 the creatures.
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 takes fire damage equal to your proficiency bonus.

Dark Elf (Drow)

As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. The cult of the god Lolth, Queen of Spiders, has corrupted most of drow civilization. The Drow first separated from the elves of the surface during the First War. The Forsaken in their endless drive to corrupt and destroy seeped their madness into drow society, and Lolth seized the opportunity to bind them to her. Seeing the chance to turn strenuous allies against one another, Lolth manipulated a sun elf empire of the time to attack and slaughter the drow, pushing the survivors into the underdark, directly into a deal of protection with Lolth. There are small groups of Drow that have broken free the cult’s influence—for now. Wherever the cult lurks, those drow heroes that have broken free stand on the front lines in the war against it, seeking to sunder Lolth’s web and save their people. Drow society is highly matriarchal, and even those who have broken free of Lolth's grasp maintain a matriarchal society, just one that is much less subordinate and abusive. Your kin tend to have stark white hair and grayish skin of many hues.

Ability Score Increase

You can choose to increase either your Dexterity or your Charisma score 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. This will not come into effect if potential sources of shade are nearby. It should be used as a roleplay element, not to add complications to each battle. Going into a battle in a field with no trees would cause this to come into effect for example.

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 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.

Drow Weapon Training

This ability replaces standard Elf Weapon Training granted by your race. You have proficiency with rapiers, shortswords, and hand crossbows.
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