Species/Alv

From Kronopolis and the Flat Plane
Revision as of 15:36, 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."


Ability Scores

DEX  PER  STR  CON  INT  WIS  CHA  Luck
12 12 8 8 12 12 12 12

Features

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
Nattálv
dancing lights faerie fire darkness
Jordálv druidcraft animal friendship spike growth
Ljósálv
Dagrálv
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

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.