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Species/Elf: Difference between revisions

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<noinclude>[[Category:Species]]{{ScuffedMenu|offset=2em|[[Species/Alv/Æztrálv|Æztrálv (High Elf)]] {{!}} [[Species/Alv/Staðrálv|Staðrálv (City Elf)]] {{!}} [[Species/Alv/Villrálv|Villrálv (Wild Elf)]]}}</noinclude>
<noinclude>{{DISPLAYTITLE:{{SUBPAGENAME}}}}{{ScuffedMenu|offset=2.5em|[[Species/Elf/High Elf|High Elf]] {{!}} [[Species/Elf/City Elf|City Elf]] {{!}} [[Species/Elf/Wild Elf|Wild Elf]]}}</noinclude>
''Alver, or elves in common, are a species of immortal beings whose ancestry originate from the Fae Realms. From those estranged lands the elves ventured, and for this, the reasons are many and varied. Some elven societies lost their way, others their gods, some escaped the chains of faith and others to spread it further through the earthly planes. Uniting them is their searching for either solace and peace or adventure and dominion, after having to leave their sacred homes.''
<hr><i>"{{:{{PAGENAME}}/Description}}"</i><hr>
 
===[[{{PAGENAME}}/Lifespan|Lifespan]]===
{| class="wikitable"
{{:{{PAGENAME}}/Lifespan}}
|+ Age Span
===[[{{PAGENAME}}/Stats|Statistics]]===
|-
{{:{{PAGENAME}}/Stats}}
! Childhood !! Adolesence !! Adulthood !! Old
===[[{{PAGENAME}}/Features|Features]]===
|-
{{:{{PAGENAME}}/Features}}
| 0-34 years || 35-99 years || 100-499 years || 500+ years
==Subspecies==
|}
===[[{{PAGENAME}}/High Elf|High Elf]]===
===Features===
{{:{{PAGENAME}}/High Elf}}
====Fey Ancestry====
===[[{{PAGENAME}}/City Elf|City Elf]]===
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
{{:{{PAGENAME}}/City Elf}}
====Trance====
===[[{{PAGENAME}}/Wild Elf|Wild Elf]]===
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.
{{:{{PAGENAME}}/Wild Elf}}
 
==Æztrálv (High)==
{{:Species/Alv/Æztrálv}}
==Staðrálv (City)==
''City elves like all elves adapt to their surroundings, but unlike their other elven brethren, their communal, joyous spirit has been twisted by the urban ways.''
 
{| class="wikitable"
|+ Statistics
|-
! Size     !! Height   !! Weight       !! Base Speed
|-
| Medium    || 5-7 ft.  || 90-130 lbs  || 30 ft.
|}
 
{| class="wikitable"
|+ Ability Scores
|-
! DEX   !! PER  !! STR  !! CON  !! INT  !! WIS  !! CHA  !! Luck
|-
| 11    || 11  || 8    || 10  || 11  || 12  || 13  || 12
|}
 
===Decadent Trance===
Decadence and desire have corrupted their mostly pure hearted nature. City elves do not possess the natural ability to go into trance, instead they may either sleep and long rest as normal for 8 hours, or they may engage in an activity which stimulates one of their intense interests or excessive desire-seeking behaviours.
 
This activity is unique for each elf, however, they are usually closely aligned with their house affiliation. When engaged in an activity this way, it works as a sort of trance and over 4 hours time, you gain the same benefit as 8 hours of sleep.
 
====Houses====
'''House Affiliation.''' City elves are aligned with either a House or a certain lifestyle. Either pick a House to come from, or choose a House whose traits best align with your background.
 
=====House Amarillis - House of the Harpy=====
''The Amarillis bloodline is long and well known, however as a House, it is fairly newly established. The families within has until receiving a safe haven in Kronopolis, by the Emperor, dwelled in secrecy, hidden from the civilized eye.
 
Many Houses, cities and empires have a deep hatred for House Amarillis, as they should. Many men, women and children have fallen by the blade, arrow or spell of a hired Amarillian assassin.''
 
'''Ability Score Increase.''' Your choice of [[Strength]], [[Dexterity]] or [[Wisdom]] score increases by 1.
 
'''Darkvision.''' 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.
 
'''Amarillis Skills Training.''' Choice of one skill from the following list to be proficient with:  
{| class="wikitable"
|
::Acrobatics
::Alchemy
::Athletics
|
::Coercion
::Deception
::Geography
|
::Insight
::Investigation
::Perception
|
::Society
::Sleight of Hand
::Stealth
|
|}
 
'''Amarillis Trance'''. The hunt brings tranquility, to focus ones mind and meditate on a single objective. While tracking a target you may engage in [[#Decadent_Trance|Decadent Trance]].
 
'''Contracts & Contacts'''. When you reach 3rd level, you may as a bonus action, teleport up to 60 feet to an unoccupied space you can see, which you normally could move to without obstruction. Both the space you teleport from and the space you teleport to must be in dim light or darkness. This can be done once per long rest.
 
When you reach 5th level, you may as a ritual cast '''Locate Creature''' for a specific creature if you have something that belongs to it. You may also cast '''Sending''', which is primarily used by Amarillis members to receive or complete contracts. One of these spells may only be cast once per long rest.
 
You also have a good idea of where to find contracts in new places. Where and who to look for.

Latest revision as of 21:47, 22 October 2025

Elf → High Elf | City Elf | Wild Elf

"Alver, or elves in common, are a species of immortal beings whose ancestry originate from the Fae Realms. From those estranged lands the elves ventured, and for this, the reasons are many and varied. Some elven societies lost their way, others their gods, some escaped the chains of faith and others to spread it further through the earthly planes. Uniting them is their searching for either solace and peace or adventure and dominion, after having to leave their sacred homes."


Childhood
0-34 years
Adolesence
35-99 years
Adulthood
100-499 years
Old
500+ years
Size
Medium
Height
150-220 cm
Weight
40-60 kg
Base Speed
10 meter

Fey Ancestry

  • You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Elven 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.

Subspecies


"The High Elves... Æztrálver, the true bloodlines, the untainted, the pure. Æztrálver are elves that so far has been mostly unchanged from the form they once had in the Divine Realms. Their divine magic is the consequence of the blessings once granted by the gods to the elven tribes. The magic still surging within their blood, displaying the abilities of the respective gods."


DEX
12
PER
12
STR 
8
CON 
8
INT 
12
WIS 
12
CHA 
12
DES
12
Highborn Blood

Highborn Blood

Blessed by their gods long ago, the high elven people still retain their gifts through blood.

  • You know one cantrip.
    • When you reach 3rd level, you can cast one 1st level spell once per day.
    • When you reach 5th level, you can also cast one 2nd level spell once per day.
      • You must finish a long rest in order to cast the spell again using this trait.
  • Charisma is your spellcasting ability for these spells. The spells are decided by your high elven bloodline and counts as known spells for all intents and purposes of other types of spellcasting, meaning they are always prepared and can be used if a character has the spellcasting means to do so (cast a spell of that spell level).
Bloodline Cantrip 1st-level 2nd-level
Dark Elf & Night Elf
Døkkálv & Nattálv
dancing lights faerie fire Obfuscate
Earth Elf
Jordálv
druidcraft animal friendship spike growth
Day Elf & Light Elf
Dagrálv & Ljósálv
Lux color spray blur
Moon Elf
Mánálv
minor illusion disguise self invisibility
Sun Elf
Sólálv
produce flame Burning Fan augury
Star Elf
Stjarnálv
dancing lights detect magic misty step
Void Elf
Svartrálv
thaumaturgy cause fear phantasmal force
Water Elf
Vatnálv
Control Water fog cloud calm emotions
Wind Elf
Vindálv
gust jump levitate

"City elves like all elves adapt to their surroundings, but unlike their other elven brethren, their communal, joyous spirit has been twisted by the urban ways."


DEX
11
PER
11
STR 
8
CON 
10
INT 
11
WIS 
12
CHA 
13
DES
12
Decadent Trance
  • Decadence and desire have corrupted their mostly pure hearted nature. City elves do not possess the natural ability to go into trance, instead they may either sleep and long rest as normal for 8 hours, or they may engage in an activity which stimulates one of their intense interests or excessive desire-seeking behaviours.
  • This activity is unique for each elf, however, they are usually closely aligned with their house affiliation. When engaged in an activity this way, it works as a sort of trance and over 4 hours time, you gain the same benefit as 8 hours of sleep.

"Shaped by the wilderness and by climate and weather, villrálver or wild elves in the common tongue, are a varied kind. They like all of their elven brethren are by their nature shaped by the nature around.

Adapting to desolate deserts births elves of golden brown skin, with bodies resistant to heat and to thirst. The arctic kind are instead pale and blue, thin and light. With feet flat and wide to traverse the snow. The oceans births elves with gills and fins, while mountainous highlands may sprout feathery wings."


DEX
13
PER
13
STR 
12
CON 
11
INT 
9
WIS 
12
CHA 
10
DES
10
Wild Vision

Wild Vision

"You have superior vision in dark and dim conditions."

Elven Environmental Camouflage

Elven Environmental Camouflage

  • You have advantage on Stealth checks in the environment related to your ancestry. For example arctic and snowy environment for Hvítrálver (snow elves).
Wild Elf Mobility

Wild Elf Mobility

Mask of the Wild

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 in the environment related to your ancestry. For example arctic and snowy environment for Hvítrálver (snow elves).