Wild elf | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wild elf

The wild elves are those changed by nature, such as plants and animals.   They live in forests such as the Omekolian jungle, or the kaelian forests.
ability score increase: +1 Wisdom
age:
Size: Medium
speed: 30ft
Languages:
parent race: ]
race features:
Wild elf mutation: When you create a wild elf, you roll on the wild elf mutation table to see how the wild magic waves have changed your character. You can ask your DM about choosing one without rolling.
1 Your arms are not made out of flesh and bone, they are made out of vines which can strech out a bit. You can add 5ft to your melee attack range.
2 You have elk-like horns, which you can use to attack your enemies in a charge move. Whenever you move more than 15ft on your turn, you can use your bonus action to make a melee weapon attack with your horns, on a hit the target takes 1d4 piercing damage. You can do this an amount of times equal to your wisdom modifier.
3 You have goat-like hooves, giving you a 30ft climbing speed.
4 Your skin is like that of a chameleon, letting you hide amongst nature. You have advantage on stealths checks when hiding amongst trees and bushes and similar things.
5 Your hands have become clawed. You have a claw weapon which counts as a simple melee weapon, and deals 1d6 slashing damage.
6 You have become extremely swift, jumping and running around nature with extreme ease. You add 5ft to your movement speed.
7 Your teeth have become poisonous like those of a snake. You can use your action to make a melee attack against a creature using your bite, on a hit, the creature must make a constitution saving throw equal to 8 plus your wisdom modifier and your proficiency bonus or take 1d6 poison damage. At level 6 it becomes 2d6, at 11th it becomes 3d6 and at 16th leve, it becomes 4d6. You can use this once per short or long rest.
8 You have wing-like membrane like that of some lizards or a flying squirrel that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
9 You are connected to the emotions of animals, and know what's wrong with them easily. You can touch the head of an animal. An unwilling animal must make a wisdom saving throw against 8 + your wisdom modifier + your proficiency bonus. If they fail, the animal is put into a trance state of calm and tranquility for 10 minutes.
10 Much like an owl, your head can spin on a 360 degree angle. If you are not incapacitated or blinded, you cannot be surprised.
Aditional mutations (Roll a 1d12)
11 You have fish gills and fins on your arms. You gain 35ft of swimming speed and you can breathe underwater.
12 You have porcupine-like spikes on your arms, back and head. When grappled, the grappler takes 1d4 piercing damage.
Aditional mutations (Roll a 1d20)
13 You have the bright hair and mimicking abilities of a parrot. You have advantage on deception checks related to acting like someone else, and your hair becomes bright, bold colours.
14 You gain the prehensile hand and feet abilities of a chimpanzee. You can hold items with your feet as if they were your hands, and can walk with your hands. You cannot use your feet to cast spells though.
15 The spirit of the armadillo flows through you. If you curl up into a ball, your armour class becomes 16 unless it was already 16 or higher, as a ghostly armadillo shell envelops you. In that state, you cannot move until you reach level 5, where you can roll to move. You can do this an amount of times equal to your wisdom modifier (minimum of one), and you regain this ability on short or long rests.
16 The magic of the koala gives you enough power to consume poisonous leaves unharmed. You have advantage on saving throws against being poisoned. Also, your hair becomes grey, you become shorter than the average elf and are generally sleepy.
17 An ivory horn grows on your forehead, much like that of a rhinoceros. You can use your horn to make an unarmed melee attack as your action. The attack deals 1d4 piercing damage.
18 You have the spitting skill of an alpaca. You can spit at an enemy's eyes. The enemy must make a constitution saving throw against a DC of 8 plus your wisdom modifier plus your proficiency bonus. On a failed save, the target takes a penalty to their perception checks equal to your charisma modifier. You can do this an amount of times equal to your constitution modifier. Aditionally, your hair becomes fluffy and also grows around your neck like an alpaca.
19 Your skin has splotches of draconic scales scattered around it, giving you resistance to an elemental damage type of your choice depending on the scale's colours. (Fire, frost, lightning, poison, acid)
20 You have the echolocating abilities of a bat, letting you sense things by movement alone. You have blindsight up to 10ft.
There are two main groups of wild elves.   The omekolian snakefolk and the wild elves of Kaelia.   The snakefolk of Omekol are wild elves who live in the jungle, the most common mutation being either the poison fangs and vine arms. Their society is based on small communities that live alongside the omekolians. They are called snakefolk as they are silent hunters, efficient and ruthless, often hired as bounty hunters or assassins.   The wild elves of Kaelia are proud of who they are. They like in Kaelia, in the eastern ring, and follow the druidic teachings of their god, Lath'or, the wild huntsman. Much like their omekolian brothers, the kaelians are great hunters, but their hunting sessions are bright spectacles of acrobatics and archery, in order to please their god.

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Frutipoll.

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