Polar Elf | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Polar Elf

Every timeline, of every world, of every Plane has a population Elves: from the Faerun to Krynn, from Wild Space to Eberron, from Exandria to even on Earth. Many of the Elves of Earth were part of a grand migration to leave the Plane as humanity expanded and corrupted much of the natural world, among those that remained entered a twisted multi-generational Pact with a rather curious Archfey.   A Pact resulting in the deformation of their physiology and anatomy of their minds, bodies, and souls. A particularly devious Archfey who is not unlike the mischievous King Oberon, the capricious Queen Titania, the brooding Winter King, and the nefarious Queen of Air and Darkness. The remaining Elves of the Earth sold for all eternity their destinies, their lives and souls, to an eldritch being more fiendish in nature yet celebrated as celestial.   A being of many names: Odin, Wodan, Jolnir, Langbaror, Joulupukki, the Wild Hunt, Saint Nicholas, Kris Kringle, Father Christmas, and most famously as Santa Claus. These poor Polar Elves are descendants of those Elves who remained, who have both been blessed and suffered for ancestors's choices.
ability score increase: Your Dexterity score increases by 2 (Race). Your Charisma score increases by 1 (Subrace).
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.
alignment: Usually Good or Neutral
Size: Small
speed: 25ft
Languages: You can speak, read, and write Common and Elven.
race features:

Race:

  • Ability Score Increase. Your Dexterity score increases by 2
  • 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.
  • Keen Senses. You have proficiency in the Perception skill.

Subrace:

  • Ability Score Increase. Your Charisma score increases by 1
  • Artisan's Eye. You have proficiency in the Investigation skill.
  • Seasonal Magic. You know the Toll the Dead cantrip. When you reach 3rd level, you can cast the Color Spray 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 Invisibility spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Shrunken Size. Typically Elves are Medium size creatures with a Movement Speed of 30ft, but due to the nature of the Pact the Polar Elves have been reduced to Small size creatures with a speed of 25ft.
  • Toy Maker. You gain proficiency in any combination of three artisan tools of your choice.

Description:

The Polar Elves, unlike their cousins from other Planes, resemble more so Gnomes. They on average stand roughly 3 to 4 feet tall, with exceptionally pale skin due to the many generations living in near darkness in the arctic circle most years. Their ears are unnaturally large and ill-fitting to their head, with equally large eyes that range from green to blue in hue. Their hair typically ranges naturally from pale blond to reddish in color, though they tend to highlight or dye their hair into more unnatural shades and tints. Their attire is typically red, white, and green hued uniforms and outfits with pointy hats, tight fitting tunics and leggings, curled toed shoes, and an assortment of bells to accessorize.  

Personality:

Polar Elves are typically the most joyful, jolly, and overall most positive Elves one could ever meet. Unlike the haughty and reclusive Elves found throughout the Planes, the Polar Elves are most hospitable and kind to outsiders and guests. They do however believe themselves superior to other Elves in that they serve a higher purpose and gladly serve their Archfey year-round crafting toys, maintaining the grounds, handling the reindeer, and providing whatever other services he may require. They have not seen any of the other Subraces of Elves in generations, many believe other are either at best listless and sadly wandering the Planes or at worst utterly extinct. They see all the humans of Earth as children, but not is incapable or helpless. But rather they see humankind's potential and allow it to continue as it has, and patiently wait for it to grow into its eventual maturity. Not unlike an excessively permissive parent or guardian, watching but not interfering.  

Abilities:

Much of the magic that these Elves once knew has been lost over the generations and has been replaced by the blessings from their Archfey patron and ultimate father-figure. Their inherent magical gifts are all tailored and flavored into a more "Seasonal" quality: the cantrip, Toll the Dead, has gained an auditory quality is reminiscent of classic carols such as Silver Bells, Carol of the Bells, Jinglebells, and etcetera. The spell, Color Spray, the dazzling array resembles the lights found upon trees and houses during the season. Finally the spell, Invisibility, is the most practical ability they've retained for spying on homes or aiding their Archfey in delivering of gifts every year. Their only nonmagical abilities they have developed over the generations is their proficiency at tooling and crafting small toys and trinkets for children all over the world.  

Society:

Polar Elf society resembles somewhat of a caste or feudal system, with every Polar Elf born to perform a certain job within their village. The children born from toymakers Polar Elves make toys, the children born from the reindeer handlers groom reindeer, and etcetera. From birth they are raised and trained to take over for their parents, thus creating a multigenerational replacement system for labor. All the families with similar vocations belong to Guilds that help monitor production levels and overall quality of life. The more notable Guilds include the Lollipop Guild which handles candy production, the Toyland Guild which handles the majority of toy production, and the Deerkeeper Guild which handles the reindeer and sleigh; though there are a few lesser Guilds that support them or provide more specialized roles. Each Guild is controlled by a Guildmaster that reports to the Archfey directly, and the Guildmasters are chosen by election from the elder families within each Guild. There are however a few caveats and exceptions to this system: if a Polar Elf is particularly gifted in say magic, weaponry, or any particularly useful skill or ability; then they may appeal and be tested for a more specialized or unique role.  

History:

It is not clear when exactly the great Elvish migration began to leave our Plane (Earth) nor why, though there are many theories regarding it. Many assume it has something to do with explosive growth of humankind's technology and population, though those theories suggest that Humanity's potential became apparent as early as the 4th century. Other more prevailing theories suggest this Plane's lack of magic, when compared to other ones, threatened the very existence of the Elves and other such magical creatures in someway. Another theory related to this suggests that the slow decline in belief and faith in magic and the supernatural threatened the existence of eldritch beings such as Archfey and assorted Deities, thus weakening them and in turn causing this decline in magic. Regardless to the reasons why, as the migration began there were some who resisted the change and sought alternative means of surviving here. The Elves that would eventually Polar Elves concluded the only viable option to their continued existence would be enter the most powerful and binding Pact ever made with one of the remaining Archfey on this Plane. This Pact forfeited all their personal liberties and souls to a single being's whims, wishes, and dreams in the form year round labor and service. In exchange the Archfey promised to deliver safety and security for the centuries to come: they would reside within his own personal Feywild Crossing within the Arctic Circle, and that he would insert himself and his followers within the collective unconscious mind of humanity. They would all become legends passed on from minds of parents into the hearts of children, and they would provide miracles once a year during the Winter Solstice to prove their existence. This Pact would prove to be both the Elves's salvation and undoing, true they may have survived the coming centuries and endured upon a Plane whose magic slowly withered away. However during that time they have become a twisted and almost unrecognizable version of the Elves they once were.  

Recommended Character Classes:

Most Polar Elves, due to being expert craftsmen, tend to be well renowned Artificers of all Specialties. They also tend to be quite musically inclined and may becomes Bards from the Colleges of all kinds as well. Those that tend to be more of the religious variety and who actively worship their Archfey may become Clerics of the Life, Peace, Trickery, and Twilight Domains. Those who tend be more attuned to nature may become Druids of the Circles of Land (Arctic) and Shepard. The more warrior like ones may become Fighters of the Arcane Archer or Eldritch Knight Archetypes, Paladins of the Oaths of the Ancients or Devotion in service to their Archfey, or may become Rangers of the Fey Wanderer or Swarmkeeper Conclaves. The more cunning or savvy ones may become Rogues of the Arcane Trickster or Thief archetypes. With the more magically gifted ones become Warlocks with Pacts of the Archfey, or Wizards of the School of Illusions or Scribes. Though there are always exceptions...

Created by

Gibz0matic.

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