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Alv

From Kronopolis and the Flat Plane
Revision as of 14:11, 14 June 2023 by Wioum (talk | contribs)

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.

Age Span
Childhood Adolesence Adulthood Old
0-34 years 35-99 years 100-499 years 500+ years

Features

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.

Æztrálv (High)

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.

Statistics
Size  Height  Weight  Base Speed
Medium 5-7 ft. 90-130 lbs 30 ft.
Ability Scores
DEX  PER  STR  CON  INT  WIS  CHA  Luck
12 12 8 8 12 12 12 12

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; you must finish a long rest in order to cast the spell again using this trait. 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
Døkkálv dancing lights faerie fire darkness
Jordálv druidcraft animal friendship spike growth
Ljósálv light color spray blur
Mánálv minor illusion disguise self invisibility
Sólálv produce flame burning hands augury
Stjarnálv dancing lights detect magic misty step
Svartrálv thaumaturgy cause fear phantasmal force
Vatnálv shape water fog cloud calm emotions
Vindálv gust jump levitate

Bloodlines

Døkkrálv / Nattálv (Dark / Night)

Born by the blood of Nattr, the Previous Day, the dark elves fled the light for the dark to stay. At home in a land of shadow without skies. Bound below the surface by their cursed eyes.

Features

Blood of Nattr.

  • You have superior vision in dark and dim conditions. You can see in dim light 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.
  • You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight or bright light.
  • You can attempt to hide even when you are only lightly obscured in dim light or light shadows.

Jordálv (Earth)

Born by the blood of Jord, the Clay Bride, the earth elves desired to care and provide. Both nature and soil, wild and grown, these gifts granted, to tend and to hone. Ability Score Increase. Your Constitution score increases by 1. Blood of Jord.

  • 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.
  • You are naturally acclimated to all climates, including extreme heat and cold temperatures, and high and low altitudes.

Ljósálv / Dagrálv (Light / Day)

Born by the blood of Daga, the Once was Night, the light elves feared the dark like Daga feared the Night. In the bright, brightest of light, the light elves searched to find their might. Ability Score Increase. Your Wisdom score increases by 1. Blood of Daga.

  • Each hour you spend in direct sunlight counts as if you have consumed one half pound of food and one eighth of a gallon of water.
  • You have resistance to Radiant damage and advantage against being blinded.

Mánálv (Moon)

Born by the blood of Ask, the Silver King, the moon elves too are found dreaming. Solemnly watchful and seeing, they, like Ask to Embla, would rather follow their fellow being. Ability Score Increase. Your Wisdom score increases by 1. Blood of Ask.

  • 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.
  • When you spend one hour in direct moonlight you restore one hit die or one of your bloodline spells.
  • You have resistance to cold damage.