Cavern Elf Player Character Attributes
Cavern Attributes in General, by System, and by Location
For comprehensive information about the Cavern Elves:
Cavern Elves
Elves do not sleep. Instead they enter a semiconscious trance state during which time they dream and rest. Four hours of this trance is equivalent to 8 hours of sleep in other beings.
These Elves speak Regional Common, Elven, and the Cave-Dialect of Elves
For All Systems, All Cavern Elves have these Attributes:
- Perfect Darkvision to 120' (no color)
- Training or Proficiency in these weapons: spear, dagger, blow dart, short bow
Then, for each separate system, all Cavern Elves have the these Attributes:
Attributes for all Cavern Elves, PF2e:
- Ability Scores: +2 Constition, +2 Wisdom
- Trained in Stone Lore and Cave Lore
- +2 to Stealth checks in natural underground caverns
- +2 to Survival checks in natural underground caverns
- HERITAGE: as Elf, with the above, and "Cavern Elf" Heritage
Attributes for all Cavern Elves, D and D 3.5:
- As "Elf" heritage in Player's Handbook
- Ability Scores: +2 Constitution, +2 Wisdom
- Skills: +2 to Hide, Listen and Survival in natural caverns
- +2 Knowledge of Stones and Caves
- Favored Class: Rogue
Attributes for all Cavern Elves, D and D 5e:
- As "Elf" heritage in Player's Handbook, except:
- Ability Scores: +2 Constituion, +2 Wisdom
- Roll at advantage for all DEX (Stealth) rolls in natural caverns
- Roll at advantage for all WIS (urvival) checks in natural caverns
THEN, depending on the homeland location of the Cavern Elf, they add these attributes:
Bonus Attribtes For Cavern Elves of the Elven Desert- PF2e: +2 Survival checks in the desert; Trained in Desert Lore
- D&D 3.5: +2 Survival checks in the Desert;+1 Knowledge, Desert
- D&D 5e: Advantage to Insight or Survival in the Desert
- PF2e: Trained Demon and Abyssal Lore; Know One extra arcane cantrip, cast at any time
- D&D 3.5: +2 Knowledge, Demons and Abyss; Know one extra arcane cantrip, cast at any time
- D&D 5e: Advantage to Insight about Demons or the Abyss; Know one extra arcane cantrip, cast at any time
- PF2e: Trained in Sailing Lore; Heroic Adventurer: Once per long rest, can reroll any throw of the die (but must keep the second)
- D&D 3.5: +2 Knowledge Sailing, Heroic Adventurer: Once per long rest, can reroll any chosen die roll (but must keep the second)
- D&D 5e: Advantage to Insight about Sailing; Heroic Adventurer: Once per long rest, can reroll any chosen die roll (but must keep the second)
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