Species/Alv

From Kronopolis and the Flat Plane
Revision as of 14:46, 15 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)

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.

Sólálv (Sun)

Born by the blood of Embla, the Golden Queen, the sun elves ventured to places unseen. With burning passion they explore, conquer, search and yearn, to beside their Golden Queen, a seat earn.

Ability Score Increase. Your Strength score increases by 1.

Blood of Embla.

  • 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 fire damage.

Stjarnálv (Star)

Born by the blood of Himinnhwalf, the Shattered, the star elves remain alone and scattered, but not lonely, mad and battered, only possibly uniquely absurd.

Ability Score Increase. Your Intelligence score increases by 1.

Blood of Himinnhwalf.

  • 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.
  • Choose one constellation from the Aspect of Constellations feat. You gain Star Fragments equal to your proficiency bonus.

Svartrálv (Void)

Born by the blood of Ginnunga, the Empty and Lost and god of the void. The void elves look for purpose, away from the Abyss they avoid. An ever hunger to fill their heart, vestiges of a mind becoming paranoid.

Ability Score Increase. Your Intelligence score increases by 1.

Blood of Ginnunga.

  • Your vision is fit for dark and dim conditions. You can see in darkness as if it were bright light and in bright light as if it were darkness. Additionally, you can see in magical darkness within 10 feet of you as if it were dim light.
  • You have immunity to radiant damage and resistance to fire damage.

Vatnálv (Water)

Born by the blood of Vattösa, the River Wife, the water elves gift is the gift of life. The life they give is the ebbing strife, of which material and spiritual aid is rife.

Ability Score Increase. Your Charisma score increases by 1.

Blood of Vattösa.

  • You can breathe air and water.
  • Your swimming speed is equal to half your walking speed, additionally you can jump while swimming as if you were on foot.
  • You have resistance to acid damage.

Vindálv (Wind)

Born by the blood of Vinda, the Breeze Mistress, the wind elves form unfettered by any rules. Uninhibited, both mind, spirit and flesh. They long to experience the world's every colour.

Ability Score Increase. Your Charisma score increases by 1.

Blood of Vinda.

  • Your base walking speed increases to 35 feet.
  • You have a base flying speed of 35 feet during your turn, which means that unless you stand on solid ground at the end of your turn, you will start fall.

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.

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
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:

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.

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.