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====3rd Party Settings==== ;Arkadia The [[Elves]] of the world of [[Arkadia]] are at once recognizable and unique, consisting of analogues to the standard High Elf/Wood Elf/Dark Elf trinity, but cast through their own set of unique history and racial mechanics. During the Age of Gods, Arkadian Elves ruled the world, but the passage of time and unique catastrophes have plunged most of them into decay, leaving a world littered with ancient elven ruins and the remnants of three elven races struggling to figure out what to do with themselves in this world where [[Arkadian|humanity]] now claims to be the dominant race, however tentatively. The rarest of the elves in terms of total numbers are the '''Scyllaean Elves''', Arkadia's equivalent to High Elves. These once ruled from the island-nation of Scyllaea, Arkadia's equivalent to [[Atlantis]]... until, like Atlantis, it was dragged beneath the waves by a powerful Titan of the Oceans. The race was the master of arcane magic, and to this day they are still its greatest practitioners; it is said that it was the survivors of Scyllaea that passed on the secrets of the arcane to humanity. Scyllaean elves have fair skin, with eyes of blue and grey and green, as the sea. They have striking hair of black or gold, and typically wear it loose or in elaborate coiled braids. Most Scyllaean elves dwell in Ithea, the closest city to the shattered islands of their lost home, where they are highly valued for their innate skill in magic and love of the sea. Others live as hermits along Arkadia’s bluegreen shores or the broken island ruins of their lost kingdom, hearing in the waves the muffled whispers of their ancestors, never far from the sea.Wherever they stray, they are marked by tragedy, beauty, and mystery. The most famed among them is the Oracle, an ancient and powerful seer, sequestered in the high reaches of Mount Hyperium. In contrast, Arkadia's Wild Elves, the '''Oreyan Elves''', are thriving in terms of numbers. Unlike their Scyllaean and Nyssian counterparts, they have never been city-builders, but instead have always chosen to pursue a nature-based existence as [[amazon]]ian warriors and huntresses. Like the dryads, many are fearful and curious of the world of men. Others walk freely among humans, their hatred of the titans making them natural allies to those who would protect Arkadia. Oreyan elves have tanned tawny or bronze skin with dark hair and eyes.Most wear their hair long and wild or bound in a thick plait, though some crop it short. Oreyan elves dwell primarily in Oreya’s Wood, a sacred forest stretching from Crixos to Ithea. Beset by the spreading blight from the south, many have been driven from their ancestral home. Others can be found throughout the wild places of Arkadia, ranging the mountains of Garagos in pursuit of [[Arkadian Orc|orc]] marauders or guiding a band of Krytan hoplites through dry [[manticore]]-infested hills. Finally, the '''Nyssian Elves''' are Arkadia's [[Drow|Dark Elves]], with a distinctly [[Egypt]]ian cast. As their name suggests, they hail from the desert land of Nys, far across the sea from Arkadia, where crumbling stone pyramids mark the entrance to an underground of tunnels and crypts and buried cities, a labyrinth reputedly dug by the slain Titan known only as "The Great Worm". Their undying priests tend to its whispering husk, preparing for its prophesied return. Their highest caste are the pharaohs, liches beholden to the dead Worm, their hearts sealed in canopic jars in pursuit of the true immortality that is the dark promise of their master. Nyssian elves, or drow, have dark skin that ranges from obsidian black to onyx grey. Their hair is white, though it is common for Nyssians to shave their hair or dye it with henna. Their eyes range from blood red to canid shades of orange and gold. Whilst their culture is thriving, Nyssian elves are rarely seen in Arkadia; in their esoteric culture, to leave their vast and sprawling underworld of buried ruins, stone tombs, and ancient tunnels is anathema. Once on the surface, touched by the sun, a drow’s caste is broken, and they can never return to the life they knew. These damned souls wander the blasted sands, and some lucky few are rescued by tomb-raiders from Crixos, which welcomes their skills in the arts of [[Necromancer|necromancy]], however begrudgingly, since the drow are the greatest allies they have found in their struggle against the undead plague. Arkadian Elves use the D&D 5e [[Elf]] core racial statblock (albeit renaming "Fey Ancestry" to "Immortal Ancestry"), but have unique subraces. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> '''Oreyan Elf:''' ::Ability Score Increase: Your Wisdom score increases by 1. ::Huntress’ Accuracy: Whenever you make a ranged attack roll and roll a 1 you can reroll the die, but you must use the new roll even if it is another 1. ::Elven Weapon Aptitude: You have proficiency with the javelin, spear, war spear, simple bow, and recurve bow. ::Amazonian Stride: Your base walking speed is increased by 5 feet. '''Scyllaean Elf:''' ::Ability Score Increase: Your Intelligence score increases by 1. ::Gift of Prophecy: When you trance during a long rest you are sometimes visited by prophetic dreams whose omens and portents may give you insight into the future.When you finish a long rest, roll 1d20. On a roll of 20 you can ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a vision, a cryptic rhyme, or an omen. ::Thessa’s Trident: You learn the magic missile spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. At 3rd and 5th level the number of times you can cast the spell in this way without expending a spell slot is increased by one. Intelligence is your spellcasting ability for this spell. ::Lost Knowledge: You are proficient in the History and Arcana skills. '''Nyssian Elf:''' ::Ability Score Increase: Your Charisma score increases by 1. ::Darksight: While in bright light, you have disadvantage on Wisdom (Perception) checks that rely on sight. While in nonmagical darkness, you have advantage on Wisdom (Perception) checks that rely on sight. ::Whispers of the Worm: You learn the Command spell and can cast it at will, without expending a spell slot, but you may only target Undead creatures when it is cast in this way. ::Curse of Nys: You are immune to disease. </div></div> ;World of Farland The [[World of Farland]] is home to several unique elf subraces. The Player's Guide contains the ''Galan'', or '''Glimmer Elves''', who are also found in the "War of the Immortals" historical expansion set, and the ''Ranarim'', or '''Sundered Elves'''. War of the Immortals is also home to the now-extinct ''Tellarim'', or '''Frontier Elves'''. All have their own unique subrace mechanics. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> '''Glimmer Elf:''' ::Ability Score Increase: +1 Wisdom OR +1 Charisma ::Elf Weapon Training: Proficiency with Longsword, Longbow, Shortsword and Shortbow. ::Touched by the Swan: You have Advantage on Wisdom and Charisma saving throws. ::Let The Power Shine Forth: Once per short rest, you can draw upon your holy ancestry to gain Advantage on a single Wisdom check or Charisma check of your choice. '''Sundered Elf:''' ::Ability Score Increase: +1 Constitution ::Elf Weapon Training: Proficiency with Longsword, Longbow, Shortsword and Shortbow. ::Fade Away: Once per short rest, you can use your Reaction to being targeted by an attack to become invisible until either the end of your next turn or you take any action that would end an Invisibility spell. ::Forest Stealth: You have Proficiency in Stealth and apply double your Proficiency Bonus to Stealth checks made in forests and woodlands. '''Frontier Elf:''' ::Ability Score Increase: +1 Constitution ::Frontier Elf Weapon Training: Proficiency with Longsword, Longbow, Shortsword and Shortbow. You also gain a bonus weapon proficiency based on your settlement of origin; frontier elves from Emerain gain the Lance and those from Palahan are proficient with Net and Trident. ::Tough: You ignore the first level of Exhaustion you incur in a 24 hour period. ::Talent of the City: A frontier elf from Emerain starts play with a riding horse and has Advantage on Wisdom (Handle Animal) checks made with horses. A frontier elf from Palahan has Proficiency with Navigator's Tools and Water Vehicles, is proficient in swimming, and gains advantage on Strength (Athletics) checks related to swimming. </div></div> ;Scarred Lands Elves of the [[Scarred Lands]] are divided to three different subraces: the Drendali who are the drow-equivalent elves of the setting, the Ganjus are wood elves and the most common elves in [[Ghelspad]], and the Forsaken elves who are high elves cursed by the Titan they managed to kill. All of the elves replace the standard Darkvision with ''Tattoo Mystic'', proficiency with tattooist's supplies and the ability to use one magic tattoo one more time without completing a short or long rest. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> '''Drendali Elves:''' ::Ability Score Increase: +1 Charisma ::Darkivision 60 feet ::Drendali Combat Training: Proficiency with the light crossbow, rapier, shortbow, and shortsword. ::Drendali Magic: You know the Mage Hand and Minor Illusion cantrips. ::Languages: Drendali and one other language. '''Forsaken Elves:''' ::Ability Score Increase: +1 Intelligence ::Darkvision 30 feet ::Elf Weapon Training: Proficiency with longsword, shortsword, shortbow, and longbow. ::[[Chern]]'s Curse: Advantage on saving throws against disease, but you're almost certainly infertile, and any child that's conceivied and survives the pregnancy is born with a birth defect. ::Languages: Elduran and two other languages '''Ganjus Elves:''' ::Ability Score Increase: +1 Wisdom ::Darkvision 30 feet ::Ganjus Combat Training: Proficiency with longbow, quarterstaff, shortbow, and spear. ::Natural Stealth: Proficiency in Stealth, and you can hide even when only lightly obsucured by foliage and natural phenomena. ::Language: Elvish and one other language. </div></div> ;[[Midgard]] Midgard elves are largely divided into two groups; River Elves, which fill the [[High Elf]] niche and use that subrace's statblock, and [[Shadow Fey]], the setting's [[Drow]] analogue. Both are found in the Midgard Heroes Handbook. Then Tome of Heroes added two new subraces; '''Dunewalker Elves''' are desert-dwelling nomads who get +1 Wisdom and the racial traits ''Desert Dweller'' (free Proficiency in Survival, ignore high temperature penalties, don't need extra water in high temperatures), ''Dunewalker Elf Training'' (proficiency with longbow, scimitar, shortbow and spear), ''Sand Spirit'' (ignore difficult terrain based on desert environments, such as high sand), and ''Desert Mirage'' (once per short rest, when outdoors in a sunny area with an ambient temperature above freezing, you can create a mirage that surrounds you and Proficiency Bonus or fewer allies within 10 feet for one minute; creatures shrouded by the mirage are Lightly Obscured and can Hide behind it, so long as any observer is at least 30 feet away). '''Frostfell Elves''' are basically the [[Snow Elf|Snow Elves]] of Midgard; rugged tribals who survive in high mountains and arctic regions. They get +1 Constitution and the racial traits ''Elf Weapon Training'' (Proficiency with longsword, shortsword, longbow, shortbow), ''Cold DWeller'' (Resistance: Cold), ''Snow Step'' (ignore Difficult Terrain based on ice or snow), and ''Ice Crafting'' (once per short rest, by touching water, ice or snow, you can shape it into an icy replica of any nonmagical object without moving parts that weighs 10 pounds or less - it's still made of ice, so it ''will'' melt depending on the temperature). Two more elf subraces would be introduced in the [[splatbook]] "Book of Ebon Tides", which are closer to the [[Shadow Fey]] side of the family tree. '''Lunar Elves''' are a mutant strain of Shadow Fey who are always born under the light of the full moons, and who literally glow from within - this bioluminescence, combined with their luminous silver eyes and tendency to long, spiraled, pearlescent horns, is the only thing that visually distinguishes them from their pale-skinned Shadow Fey cousins. They often take up roles that keep them away from the hearts of shadow fey power. ::Ability Score Increase: +1 Wisdom ::Luminous: You emit a 30ft radius of light - bright light in the 15 feet closest to you, dim light beyond that; you can extinguish this light, reduce it to 15ft dim light, or restore it to normal as a free action. If your light enters an area of darkness created by a spell level equal to or lower than your proficiency bonus, you dispel the darkness. ::Moon Child: When in darkness, dim light, or a shadow large enough to cover your body, you can cast Moonbeam (Wisdom as SAS). This can be done (Wisdom Modifier) times per day. ::Shadow Fey Weapon Training: You have Proficiency with Rapier, Shortsword, Shortbow, and Longbow. ::Sunlight Sensitivity '''Sable Elves''', in contrast, represent a dying breed; whereas river elves chose to stand and fight and shadow fey to pact with the darkness when the elves fell into decline, sable elves just tried to run from their fate. As a result, both river elves and shadow fey look down on them, and sable elves are dwindling; only a single redoubt, and handfuls of wandering nomads, remain in the present. Sable elves are tall, willowy elves with silver skin, dark eyes and red or raven-black hair. Most carry an irrepressible aura of world-weariness. Luckily, they retain some of the lat vestiges of the now-lost elven high magics from when elves ruled over Midgard, which makes them natural survivors. ::Ability Score Modifiers: Your racial ASMs are +2 Intelligence and +1 Dexterity, instead of +2 Dexterity/+1 from subrace. ::Blood Affinity: Choose a single school of magic at character creation (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation). You gain a cantrip of your choice, as well as a 1st level spell of your choice at 3rd level and a 2nd level spell of your choice at 5th level. All of these SLAs must be drawn from the school you chose, and the 1st level and 2nd level spells can be used 1/day.
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