Sun Elf

by Félix
Elves are an otherworldly people, tall and lithe they embody elements of nature itself, with their people being children of the fey lords. It is from this shared lineage that they hold an innate connection to magic and the wild world, they are able to weave this innate magic into themselves empowering the key aspects that were granted to them from their birth. Elves were split off into four major clans, with a fifth clan off-shooting over the generations into their own species.   Each clan holds ties to one major aspect of the Feywild, Seelie or Unseelie, Summer or Winter, Light or Dark. These four clans are as follows: The Avelaern or Life Elves, the Dreskaern or Death Elves, the Lunaern or Moon Elves, and the Solaern or Sun Elves. It is these core aspects that instill within the elvish people their power and their sorrow. For the elves are a long lived people, a people that can love, but feel the loss all the harder as the world changes around them as they remain unchanged. Because of this sense of time and the flow of it around them, elves tend to remain aloof and seemingly uncaring to those who lives are so short, but this is only to protect themselves from the pain that will come. For like all fey, they feel emotions far stronger than most of mortal kind.   Perhaps it is because of this that elves were granted the gift of love, or perhaps it is a curse, for elves, like with their fey ancestors can bond with any creature, creating an empathic connection between themselves and those they call friend, or those they call lover. It is from this connection, that the elves can find their gift of love made manifest, for they can have children with any mortal people.

Physical Description

Elves are a tall and lithe people with an almost alien appearance, standing on average a foot taller than the average human they seem to almost move with a graceful step as their lithe bodies moves with the wind rather than against it. They have long bodies and limbs with very little hair, though their heads can grow long luxurious locks and simplistic beards. Elven eyes, are almost cat-like in appearance, overly large, and iris’ like a cats, they are able to see further than most mortals, likewise, they have elongated ears that allow them to pick up and interpret vibrations from a greater distance. Elven appearance varies greatly between the four clans beyond these key aspects.   Sun Elves or Solaern are a warm skinned people with skin ranging from a dull bronze, to a pale gold, to a charcoal black, or a warm tan, and everything in-between. They, like all elves, have a pair of horns atop their head, ranging in appearance from devil-like horns to curving and intricate horns, or even simple faun like stumps. Their eyes range in color from a glowing solar orange like the sun itself, to flame blue, to a vibrant yellow, or a silvery white. While their hair falls in shades of red, black, orange, and white or brown. Sun Elves are touched by the Summer courts, and from this connection, they seem to have a warm and inviting aura about them, a warmth within their veins and often times an inner heat that can hold back even the most brazen of beast.

5e Racial Stats

  • Ability Score Racial Traits: A solaern increases their Dexterity score by 2, and one other ability score of your choice is increased by 1.
  • Type: Solaern are humanoids with the elf subtype.
  • Size: Solaern are medium.
  • Speed: Solaern have a base speed of 30ft.
  • Languages: You can speak, read, and write Common and Elven.

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 can’t discern color in darkness, only shades of gray.

Dune Walker (2)

You gain resistance to fire damage, and are naturally acclimated to a hot environment.

Keen Senses (1)

You have proficiency in the Perception skill.

Fey Ancestry (1)

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Solar Embrace (1)

As an action you can embrace your ancestral link to the sun. For the next minute your body is wreathed in flames, you shed bright light out to 30 feet, and dim-light an additional 30 feet for the duration of this ability. The flames do not harm you, and until the ability ends, you gain the following benefits:
  • Whenever you would make a melee weapon attack, you deal an additional 1d6 points of fire damage.
  • Whenever you would be struck by a melee attack, or a creature begins its turn grappling or being grappled by you, they suffer 1d6 points of fire damage.
This form ends early if you are knocked unconscious, you are fully submerged in water, or you end it as a bonus action on your turn. Once you use this feature, you cannot do so again until you finish a long rest.

Sparking Ember (2)

When you would be reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you cannot do so again until you finish a long rest.

Trance (1)

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.

Basic Information

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
20 years +4d6 years (24 - 44 years) +6d6 years (26 - 56 years) +10d6 years (30 - 80 years)
 
Young Middle Age Old Venerable Maximum Age
under 13 years 175 years 263 years 350 years 350 + 4d100 years
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female 5' 4" +2d6" (5' 6" - 6' 4") 90lb +2d6x3lb (96lb - 126lb)
Male 5' 4" +2d6" (5' 6" - 6' 4") 110lb +2d6x3lb (96lb - 126lb)

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