Species/Alv/Villrálv: Difference between revisions

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====[[Species/Alv/Villrálv/Features|Features]]====
====[[Species/Alv/Villrálv/Features|Features]]====
{{:Species/Alv/Villrálv/Features}}
{{:Species/Alv/Villrálv/Features}}
 
<noinclude>
====Variety (Environment Influence)====
====Variety (Environment Influence)====
<tabs>
<tabs>
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<tab name="Hraunálv (Volcano Elf)">[[Volcano Elf|→ Hraunálv (Volcano Elf)]]<br><hr>{{:Volcano Elf}}</tab>
<tab name="Hraunálv (Volcano Elf)">[[Volcano Elf|→ Hraunálv (Volcano Elf)]]<br><hr>{{:Volcano Elf}}</tab>
<tab name="Djúprálv (Deep Elf)">[[Deep Elf|→ Djúprálv (Deep Elf)]]<br><hr>{{:Deep Elf}}</tab>
<tab name="Djúprálv (Deep Elf)">[[Deep Elf|→ Djúprálv (Deep Elf)]]<br><hr>{{:Deep Elf}}</tab>
</tabs>
</tabs></noinclude>

Latest revision as of 18:36, 7 September 2023


"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."


Ability Scores

DEX  PER  STR  CON  INT  WIS  CHA  Luck
13 13 12 11 9 12 10 10

Features

Dark Vision
  • 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.
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).
Environmental Mobility
  • Moving through nonmagical diffcult terrain in the environment related to your ancestry doesn't cost you extra movement. For example arctic and snowy environment for Hvítrálver (snow elves).
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).

Variety (Environment Influence)

→ Græsálv (Grass Elf, Green Elf)

Græsálv


"Roaming the untamed grasslands, savannahs and steppes of the world, green elves have adapted to the prolonged journeys their environment demands. Whether that be outrunning danger or hunting prey through sheer persistence, or by the need to find new fertile lands. This has made green elves into a highly nomadic people, each season traveling to more hospitable soil. "


Features

Open Land Nomads

  • Your base walking speed increases to 40 feet.

Travel Adaption

  • You have advantage on Constitution saving throws to avoid exhaustion or ill effects from running, forced marches, starvation, thirst, or hot and cold environments.
→ Fjallálv (Mountain Elf)

Fjallálv


"Far up in mountains, shrouded by clouds, the mountain elves dwell. Their society built upon the peaks."


Features

Flight

  • You have a base flying speed of 15 feet.

Peak Acclimatization

  • You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.
→ Sandrálv (Sand Elf)

Sandrálv


" asd - Dr. GM"


Features

Desert Runner

  • Your base walking speed increases to 35 feet.
  • You have advantage on Constitution saving throws to avoid exhaustion or ill effects from running, forced marches, starvation, thirst.
  • You are also naturally adapted to hot climates.

Dune Walker

  • You have advantage on environmental ability checks and saving throws to avoid forced movement or being forced prone.
→ Hafálv (Sea Elf)

Hafálv


" asd - Dr. GM"


Features

Oceanborn

  • You have a swimming speed equal to half your walking speed, and you can breathe air and water.
  • Your carrying capacity is also reduced to half while swimming instead of a quarter.

Aquatic Senses

  • You have 120 feet of tremorsense while submerged in water.

Fishtalker

  • Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return.
→ Hvítrálv (Snow Elf)

Hvítrálv


" asd - Dr. GM"


Features

Snow Sight

  • Your vision is not hindered by heavy weather conditions such as falling snow, rain or mist.

Arctic Fortitude

  • You have resistance to cold damage.
  • You are also naturally adapted to cold climates.

Frostwalker

  • While crossing bodies of water, you can freeze a thin layer of water below the soles of your feet, and walk across the surface of water as if on solid ground. The thin ice sheets beneath your soles melt as soon as you lift your feet, and you cannot carry anything heavier than half your carrying capacity.
→ Mýrrálv (Swamp Elf)

Mýrrálv


" asd - Dr. GM"


Features

Swamp Dweller

  • You can hold your breath for 15 minutes.
  • You have a base climbing and swimming speed equal to half your base walking speed.

Immunized

  • You have resistance to poison damage and advantage against contests against the poison condition.
  • You also have advantage on contests against diseases.
→ Skógrálv (Wood Elf)

Skógrálv


" asd - Dr. GM"


Features

Superb Hearing

  • You gain advantage when making a perception check which involves hearing.
  • You have a base climbing speed equal to half your base walking speed.

Arboreal Emissary

  • You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
→ Hraunálv (Volcano Elf)

Hraunálv


" asd - Dr. GM"


Features

Volcanic Heritage

Accustomed to the volcanic heat of your ancestral homeland.

  • You have resistance to fire damage.
→ Djúprálv (Deep Elf)

Djúprálv


" asd - Dr. GM"


Features

ads

  • You have proficiency with simple and martial spears and drawn weapons.
  • You also have proficiency with the specialty martial weapon; nets.

Standing Leap

  • Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.

Nimble Step

  • Opportunity attacks made against you are rolled with disadvantage.