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Elf.

Ability Score Increase +2 Dexterity.
Size Medium
Speed 30ft

Ability Score Increase. Your Dexterity score increases by 2.   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 20 and can live to be 2600 years old.   Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.   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.   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.   Languages. You can speak, read, and write Common and Elven, Anurian Elves know Qyrn instead of Common.   Dark/Drow-   Ability Score Increase. Your Charisma score increases by 1.   Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.   Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.   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 and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.   Eladrin- Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood.   Autumn: is the season of peace and goodwill, when summer's harvest is shared with all.   Winter: is the season of contemplation and dolor, when the vibrant energy of the world slumbers.   Spring: is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.   Summer: is the season of boldness and aggression, a time of unfettered energy. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.   When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.   Autumn Eladrin Traits   If someone is in need, you never withhold aid.   You share what you have, with little regard to your own needs.   There are no simple meals, only lavish feasts.   You stock up on fine food and drink. You hate going without such comforts.   Autumn Eladrin Flaws   You trust Others without Thought   You help others to the point where you leave yourself without necessary supplies   Everyone is your friend or a potential friend   You spend excessively on creature comfort   Winter   Winter Eladrin Traits   The Worst-Case Is most likely to occur   You preserve what you have. Better to be hungry today and have food for tomorrow.   Life is full of dangers, but you are ready for them.   A penny spent is a penny lost forever.   Winter Eladrin Flaws   Everything dies eventually. Why bother building anything that is supposedly meant to last?   Nothing matters to you, and you allow others to guide your actions.   Your needs come first. In winter, all must watch out for themselves.   You speak only to point out the flaws in others’ plans.   Spring Eladrin Traits   Every day is the greatest day of your life.   You do everything with enthusiasm, even the most mundane chores.   You love music and songs. You supply a tune yourself if no one else can.   You can’t stay still.   Spring Eladrin Flaws   You overdrink.   Toil is for drudges. Yours should be a life of leisure.   A pretty face infatuates you in an instant, but your fancy passes with equal speed.   Anything worth doing is worth doing again and again.   Summer Eladrin Traits   You believe that direct confrontation is the best way to solve problems.   Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.   You stand tall and strong so that others can lean on you.   You maintain an intimidating front. Better to prevent fights with a show of force than to harm others.   Summer Eladrin Flaws   You are stubborn. Let others change.   The best option is one that is swift, unexpected, and overwhelming.   Punch first. Talk later.   Your fury can carry you through anything.   Ability Score Increase. Your Charisma score increases by 1.   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 Charisma modifier. The effects are as follows: 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 takes fire damage equal to your Charisma modifier (minimum of 1 damage).   High-   Ability Score Increase. Your Intelligence score increases by 1.   Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Extra Language. You can read, speak, and write one additional language of your choice   Sea Elf-   Ability Score Increase. Your Constitution score increases by 1.   Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.   Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.   Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.   Languages. You can speak, read, and write Aquan.   Shadar Kai-   Ability Score Increase. Your Constitution score increases by 1.   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. 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 long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.   Wood-   Ability Score Increase. Your Wisdom score increases by 1.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   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.   Avariel-   Ability Score Increase. Your Charisma Score Increases by 1.   Air Weapon Training. You Gain proficiency with Spears, Light Crossbows, Daggers and Scimitars and shortswords.   Adept movement. You gain proficiency with Acrobatics.   Winged. With Your elegant wings you gain a flying Speed of 30ft, to use this you can’t be wearing medium or heavy armour.   Language. You are able to speak, read and write Aarakocran.   Desert-   Ability Score Increase. Constitution Ability Score Increases by 1.   Desert Nomad. Gain proficiency with Pikes, Scimitars, Spears and Shortbows.   Resourceful Survivor. Gain proficiency in the Survival skill.   Desert Born. You are naturally adapted to hot climates and it takes longer for you to dehydrate or need food when in hot climates.   Mirage. You can cast the Blur Spell once using this trait you regain the ability to do so when you finish a long rest. Additionally you know the minor illusions cantrip if you don’t know it already.   Draconic-   Language. You can Speak/read/write Draconic.   Ability Score increase. Your Wisdom ability score increases by 1.   Prolific Persuasion. You are considered proficient in persuasion skill.   Draconic Magic. With both fey and draconic blood you are naturally able to cast a certain cantrip depending on your draconic heritage, at 3rd level you can cast feather fall, at 5th you can cast see invisibility both being able to be cast once per long rest, Spellcasting modifier is Wisdom. Dragon Heritage.   Dmg type Dragon Heritage Cantrip   Black/Copper Acid Splash   Silver/White Ray of Frost   Brass/Gold/Red Fire Bolt   Blue/Bronze Shocking Grasp   Green Poison Spray   Mountain-   Ability Score Increase. Your Strength score increases by 1   Mountain Weapons Training. You have proficiency with short swords, Long swords, handaxes, Great axes, Battleaxes, spears and Glaives.   Rough-land Runner. When Moving you may ignore 10ft of difficult terrain.   Natural climber. You are proficient in athletics skill, you also have a climb speed equal to your movement.   Winter/ Snow-   Ability Score Increase. Your Intelligence score increases by 1.   Winter Born. You have resistance to cold damage and take twice as long for you to be affected by a cold climate, you additionally know the Shape Water cantrip using intelligence as your spellcasting ability for it.   Winter Weapon Training. You are proficient in crossbows and Quaterstaffs.   Frost Maiden's Gift. Winter Elves gain advantage on stealth when attempting to hide in snowy terrain and don’t need to be fully obscured to be considered hidden.

Languages. Elven, Common. Alternatively, you can replace Elven with Qyrn the language of the native Elves of Anur currently at war with the humans of the Se'eri Empire.


Created by

Jars_Of_Hazelnuts.

Statblock Type

Race

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