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Elf

Ability Score Increase Dex +2
Size Medium
Speed 9m

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. Elves lov freedom, variety and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own and they are more often good than not.   Size. Elves range from under 1,5 to over 1,8 meter tall and have slender builds. Your size is Medium.   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.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. 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.   Languages. You can speak, read and write Common and Elvish.   Subraces. Six subraces of Elves exist: High Elf, Wodd Elf, Drow, Eladrin, Sea Elf and Shadar-Kai. Choose one of them for your character.  

High Elf

  Ability Scores. Int +1.   Elf Weapon Training. You have proficiency with the longsword, shortword, longbow and shortbow.   Cantrip. You know the one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language. You can speak, read and write one extra language of your choosing.  

Wood Elf

  Ability Scores. Wis +1.   Elf Weapon Training. You have proficiency with the longsword, shortword, longbow and shortbow.   Fleet of Foot. Your base walking speed increases to 10,5 meters.   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.  

Drow

  Ability Scores. Cha +1.   Superior 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 36,5 meters 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.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your 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 with this trait 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

  Ability Scores. Cha +1.   Season. Choose your eladrin's season: autumn, winter, spring or summer. When finishing a long rest, any eladrin can change their season.   Fey Step. As a bonus action, you can magically teleport up to 9 meters 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:
  • Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 3 meters 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 1,5 meters 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 1,5 meters of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 9 meters of you.
  • Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 1,5 meters of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Sea Elf

  Ability Scores. Con +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 9 meters, 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.   Extra Language. You can speak, read and write Aquan.  

Shadar-Kai

  Ability Scores. Con +1.   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 9 meters 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.


Created by

Bronkollos.

Statblock Type

Race

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