Elf

From Magisphere
Jump to: navigation, search

elf
elf
elf
elf
elf

Elf

Often a point of contention, historians consider elves to be the direct descendants of elven gods and not mere creation, making them one of the oldest races. Per their divine lineage, elves are blessed with an ethereal beauty that has been the subject of admiration for many. However, their deep connection to natural spirits and forgotten magics has always stirred fear in every corner of the world.

Although elves are not true isolationists, they are mostly found living among their own kind on the outskirts of civilizations or within their secretive societies. Pockets of elven communities can also be found in major cities, but they generally struggle to fit in.

Racial Stats

T Traits
  • Size: Medium
  • Speed: 30 feet
  • Age: Elves age slower than human, often claiming adulthood around 50 years old and can live up to 800 years.
  • Languages: You can speak, read, and write Common and Elvish. With an extended history behind it, Elvish is a difficult language to master, often serving as the preferred language of written spells.
F Features
  • Divine Lineage. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Additional Features

Elves have innate talents, manifested either as martial-sensitivity that help them become skilled fighters or magic-sensitivity that help them master particular magic. Pick one set of features below.

EX Martial-sensitive Traits & Features

  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Critical Opportunity. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
EX Magic-sensitive Traits & Features

  • 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.
  • Spiritual Communion. When you reach 3rd level, you are able to briefly commune with natural spirits to gain knowledge of the surrounding territory. In the outdoors, this gives you knowledge of the land within a 200 feet radius. The spirit tells you one fact about the location of water, notable creatures, plants, and the presence of building.
    The ability does not function where nature has been replaced by construction, such as in dungeons and towns and in caves or natural underground areas.
    Once you use this trait, you can't use it again until you finish a long rest.

Ethereal and Dainty

Elves are typified by light-colored hair, eyes that run the gamut of colors, dainty features, long tapered ears, and skins that range from shades of pink to pale—all aspects that make them appear hauntingly beautiful to members of the other races.

Physically, elves are comparable to human in height, but more slender in body. However, their ethereal beauty turns head wherever they may find themselves.

A Hidden World

Since the age of yore, elves have always had limited interaction with the outside world, making many aspects of their society a mystery to outsiders. Despite the elves' inclusive nature, the impact of their culture and history can be felt all over the world.

Most elves can be found in elven dominions on the outskirt of civilization where they live harmoniously with the wilds, safekeeping forgotten histories and secrets. Although elves generally are not interested in the conflicts of outsiders, they will interfere if it affects them. They will also reluctantly work with outsiders toward a shared-goal.

In general, elves keep their culture close to heart while rejecting outside influences, making it difficult for them to integrate into societies beyond their own. Elves who reside in civilization are often found living among their own kind, otherwise, they tend to keep to themselves.

Relentless Pursuit

Elves enjoy purposeful pursuits, which often lead them to discovering a life-long goal to pour their energy into. This focus leads many elves to become extreme specialist at some niche skill that they are famed for and sought after for their mastery.

While elves are generally not adventurous, their passionate pursuit may lead them on missions or adventures that could last a lifetime.

Elf Names

Elves are considered children until their naming ceremony, which happens after they turn 50 years old. Until then, all elves have a child-name.

It is not common for elves to carry a family name, as that is more common among elves who live alongside other races or ones who feel the need to bind themselves to others as a symbolic gesture.

  • Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
  • Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Dyleoyen, Enialis, Erdan, Erevan, Elgriffin, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Nelydormin, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
  • Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Luwensley, Leshanna, Lia, Lylina, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Sayena, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Subraces

Elven subraces are distinctively different from one another, each comes with their own unique traits and features.

Half-elf

Half-elves walk the thin line between the world of humans and the world of elves without being welcomed in either. Elves view half-elves with disdain and while humans don't share the same sentiment, there is reluctance in interacting with half-elves. Many half-elves are born with great deformities as a result of genetic incompatibility, but the ones that luck out of such misfortunes are granted the blessing of their elven lineage.

Half-elves' wanderlust is often fueled by their circumstance and inability to settle anywhere but the most racially-diverse places. Without an anchor, half-elves make great adventurers and party companions.

T Traits
  • Ability Score: Charisma +2, Choose any other two unique +1
  • Size: Medium
  • Speed: 30 feet
  • Age: Half-elves matures slightly slower than human and can live up to 120 years.
  • Languages: You can speak, read, and write Common and Elvish. With an extended history behind it, Elvish is a difficult language to master, often serving as the preferred language of written spells.
F Features
  • Divine Lineage. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Optional Features (choose one)
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Critical Opportunity. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Zuura Weapon Training. You have proficiency with scimitars, rapiers, shortswords, and shortbows.
  • 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.
  • Spiritual Communion. When you reach 3rd level, you are able to briefly commune with natural spirits to gain knowledge of the surrounding territory. In the outdoors, this gives you knowledge of the land within a 200 feet radius. The spirit tells you one fact about the location of water, notable creatures, plants, and the presence of building.
    The ability does not function where nature has been replaced by construction, such as in dungeons and towns and in caves or natural underground areas.
    Once you use this trait, you can't use it again until you finish a long rest.
  • Blink. 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.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

High-elf

Whereas typical elves pursue harmony and convergence with the spiritual world, this breed of elves pursue unnatural magic. High-elves are born without a connection to spirits, but are instead blessed with hyper-intelligence and hubris to accompany their gift. They thrive as court wizards or famed artificers because of their talent with magic. Some of the most powerful wizards in history had been high-elves. Typically, high-elves have strong personalities that can make them difficult to get along with, but they absolutely enjoy socializing with other races, whom they often consider beneath them.

Not all high-elves are born with innate talents, many have to go through years of education or adventuring in order to develop their skills and fame. Fortunately, they are blessed with one of the longest lifespans known to any mortal in order to pursue their goal. However, the payoff for such a blessing is their difficulty in bearing children—any high-elven birth is treated as a major celebration.

Although not all high-elves are naturally talented at magic, most live extravagant lives thanks to the wealth and influence of their forefathers. Even when they venture far from home, many high-elves, without fail, will try to take their lavish lifestyle with them. While some are able to adapt to the harsh adventuring life, most do not have the stomach for it and will never set foot beyond their habitat. Regardless, their love for frivolous spending and an uninhibited lifestyle makes them the best patrons anywhere.

T Traits
  • Ability Score: Intelligence +2, Class Ability +1
  • Size: Medium
  • Speed: 30 feet
  • Age: High-elves matures slightly slower than human and can live up to 400 years.
  • Languages: You can speak, read, and write Common and Elvish. With an extended history behind it, Elvish is a difficult language to master, often serving as the preferred language of written spells.
F Features
  • Divine Lineage. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Elefin Casting. Whenever you cast a spell that has a verbal component, you may instead draws Elefin with your finger to cast said spell. The time it takes to draw the spell is slower than reciting the incantation as normal. Writing Elefin can replace the required gesture component of spells as well.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Zuura

Despite sharing the same bloodline, zuura are so different from other subraces of elves that they might as well be a different species. A zuura is easily recognized by their long and slim ears and darker skin tone. Physically, they are taller than human with slim musculature. Their hair and eye colors vary, but leans toward stranger colors such as indigo or green.

Zuura reside on an isolated continent called Yuggmi. Outside of their own kind, few races have ever set foot on this strange land. Those who managed to find the Yuggmi are usually devoured by the island's alien flora and fauna. Without their barbaric culture, the zuura too would have perished long ago.

The zuura population is divided into small tribes that pepper Yuggmi. Each tribe is governed by a chieftain, whose position is determined by combat prowess. Zuura fight for mates as fiercely as they fight to survive. It is commonplace for the strong to have multiple mates, so long as they are able to support their extended family. Children are often raised by the entire tribe. They are trained from a young age by mentors who would help them hone their skills and become competent warriors. To ensure their survival, zuura cast out cripples or elders who can no longer contribute to the tribe. Many zuura are also prideful and will gladly die instead of holding back his or her tribe.

While zuura are extremely rare, many people have heard of them and their terrifying combat ability. Some of the most famous assassins and mercenaries have been zuura.

T Traits
  • Ability Score: Strength +2 or Dexterity +2, Class Ability +1
  • Size: Medium
  • Speed: 30 feet
  • Age: Zuura matures at the same rate as human but can live up to 150 years.
  • Languages: You can speak, read, and write Common and Zuuri.
T Traits
  • Divine Lineage. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Zuura Weapon Training. You have proficiency with scimitars, rapiers, shortswords, and shortbows.
  • Blink. 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.


All Races
Player Races Amazon · Catfolk · Drakyn · Dwarf · Elf · Faerin · Human · Krynn · Runebound · Wolfkin