Elves
Description
This is a description.
Race Features -
Ability Score Increase: +1 to Dexterity or a Mental Ability ScoreLanguages: You can speak Common and Sylvan.
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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
In addition to these features, you pick one Sub-Ancestry of your choice.
Race Sub-Ancestries
Wood Elf -Wild Proficiency: You have proficiency in acrobatics or nature checks, as well as one instrument.
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.
Fleet of Foot: Your base walking speed increases to 35 feet.
Speech of Beast: You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Eladrin -
Court's Influence: Choose one of the following courts. You gain features based on which court you picked.
- Autumn: Proficiency in the Deception skill.
- Winter: Proficiency in the Intimidation skill.
- Spring: Proficiency in the Persuasion skill.
- Summer: Proficiency in the Performance skill.
Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or 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 highest Mental Ability Score's modifier. The effects are as follows:
- Autumn: 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 it.
- 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 must make a Dexterity saving throw. A target takes fire damage equal to your level on a failed save, or half as much damage on a successful one (minimum of 1 damage).
Remove these ads. Join the Worldbuilders Guild
Comments