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 | 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.
Subspecies
Æztrálv (High Elf)
"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 Elf)
"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."
Ability Scores
DEX | PER | STR | CON | INT | WIS | CHA | Luck |
---|---|---|---|---|---|---|---|
11 | 11 | 8 | 10 | 11 | 12 | 13 | 12 |
Features
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.
Villrálv (Wild Elf)
"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).