General
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.
Properties
Statistics
Size | Height | Weight | Base Speed |
---|---|---|---|
Medium | 5-7 ft. | 90-130 lbs | 30 ft. |
Lifespan
Childhood | Adolesence | Adulthood | Old |
---|---|---|---|
0-34 years | 35-99 years | 100-499 years | 500+ years |
Ability Scores
DEX | PER | STR | CON | INT | WIS | CHA | Luck |
---|---|---|---|---|---|---|---|
13 | 13 | 12 | 11 | 9 | 12 | 10 | 10 |
Ancestry
Alv
"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."
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.
Villrálv
"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."
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).