ELF TRAITS
Your elf character has a variety of natural
abilities, the result of thousands of years of elven refinement.
SIZE. Elves range from under 5 to over 6 feet
tall and have slender builds. Your size is Medium.
FEY ANCESTRY. You
have advantage on saving throws against being charmed, and magic
can't put you to sleep.
SPEED. Your base walking speed is 30 feet.
ABILITY SCORE INCREASE.
Your Dexterity score increases by 2.
KEEN SENSES. You
have proficiency in the Perception skill.
TOOL PROFICIENCY. You gain proficiency with the
poisoner’s kit.
DARKVISION. Accustomed to twilit forests and
the night sky, 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.
LANGUAGES. You can speak, read, and write
Common and Elvish. Elvish is fluid, with subtle intonations and
intricate grammar. Elven literature is rich and varied, and their
songs and poems are famous among other races. Many bards learn their
language so they can add Elvish ballads to their repertoires.
ELF WEAPON TRAINING. You have
proficiency with the spear, handaxe,
blowgun, and net.
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.
TRANCE.
don't need sleep, semiconscious meditation
4 hours gain
benefit long rest
AGE. Although elves reach physical maturity at
about the same age as humans, the elven understanding of adulthood
goes beyond physical growth to encompass worldly experience. An elf
typically claims adulthood and an adult name around the age of 100
and can live to be 750 years old.
ALIGNMENT. Elves love freedom, variety, and
self expression, so they lean strongly toward the gentler aspects of
chaos. They value and protect others' freedom as well as their own,
and they are more often good than 001. The drow are an exception;
their exile into the Underdark has made them vicious and dangerous.
Drow are more often evil than not.
Subrace. Ancient divides among the elven people
resulted in three main subraces: high elves, wood elves, and dark
elves, who are commonly called drow. Choose one of these subraces. In
some worlds, these subraces are divided still further (such as the
sun elves and moon elves of the Forgotten Realms), so if you wish,
you can choose a narrower subrace.
HIGH ELF
ABILITY SCORE INCREASE. Your intelligence score
increases by 1.
EXTRA LANGUAGE. You can speak, read, and write
one extra language of your choice.
CANTRIP. You know one cantrip of your choice
from the wizard spell list. Intelligence is your spellcasting ability
for it.
HIGH ELF INNATE SPELLCASTING. Intelligence (save DC##, +# to hit). no
material components:
At Will: 1 Wizard Cantrip
As a high elf, you have a keen mind and a
mastery of at least the basics of magic. In many of the worlds of
D&D, there are two kinds of high elves. One type (which includes
the gray elves and valley elves of Greyhawk, the Silvanesti of
Dragonlance, and the sun elves of the Forgotten Realms) is haughty
and reclusive, believing themselves to be superior to non-elves and
even other elves. The other type (including the high elves of
Greyhawk. The Qualinesti of Dragonlance, and the moon elves of the
Forgotten Realms) are more common and more friendly, and often
encountered among humans and other races. The sun elves of Faerun
(also called gold elves or sunrise elves) have bronze skin and hair
of copper, black, or golden blond. Their eyes are golden, silver, or
black. Moon elves (also called silver elves or gray elves) are much
paler, with alabaster skin sometimes tinged with blue. They often
have hair of silver-while, black, or blue, but various shades of
blond, brown, and red are not uncommon. Their eyes are blue or green
and flecked with gold.
WOOD ELF
FLEET OF FOOT. Your base walking speed
increases to 35 feet.
ABILITY SCORE INCREASE.
Your Wisdom score increases by 1.
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.
(Wood) MASK OF
THE WILD.
can
hide when lightly obscured by natural phenomena.
As a wood elf, you have keen senses and
intuition, and your fleet feet carry you quickly and stealthily
through your native forests. This category includes the wild elves
(grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as
the races called wood elves in Greyhawk and the Forgotten Realms. in
Faerun, wood elves (also called wild elves. green elves, or forest
elves) are reclusive and distrusting of non-elves. Wood elves' skin
lends to be copperish in hue, sometimes with lraces of green. Their
hair lends toward browns and blacks, but it is occasionally blond or
copper-colored. Their eyes are green, brown, or hazel.
DARK ELF (DROW)
ABILITY SCORE INCREASE.
Your Charisma score increases by 1.
SUPERIOR DARKVISION.
Your darkvision has a radius of 120
feel.
SUNLIGHT SENSITIVITY.
You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on sight when you,
the target of your attack, or whatever you are trying to perceive is
in direct sunlight.
DROW MAGIC. You
know the dancing lights cantrip. When you reach 3rd level, you can
cast the faerie tire spell once per day. When you reach 5th
level, you can also cast the darkness spell once per day. Charisma is
your spellcasting ability for these spells.
Descended from an earlier subrace of
dark-skinned elves; the drow were banished from the surface world for
following the goddess Lolth down the path to evil and corruption. Now
they have built their own civilization in the depths of the
Underdark, patterned after the Way of Lolth. Also called dark elves.
the drow have black skin that resembles polished obsidian and stark
while or pale yellow hair. They commonly have very pale eyes (so pale
as to be mistaken for white) in shades of lilac, silver, pink, red,
and blue. They tend to be smaller and thinner than most elves. Drow
adventurers are rare, and the race does
not exist in all worlds. Check with your Dungeon Master to see if you
can play a drow character.
THE DARKNESS OF THE DROW
Were it not for one renowned exception, the
race of drow would be universally reviled. to most, they are a race
of demon-worshiping marauders dwelling in the subterranean depths of
the Underdark, emerging only on the blackest nights to pillage and
slaughter the surface dwellers they despise. their society is
depraved and preoccupied with the favor of Lolth, their
spider-goddess, who sanctions murder and the extermination of entire
families as noble houses vie for position. Yet one drow, at least,
broke the mold. In the world of the Forgotten Realms, Drizzt
Do'Urden, ranger of the North, has proven his quality as a
good-hearted defender of the weak and innocent. Rejecting his
heritage and adrift in a world that looks upon him with terror and
loathing, Drizzt is a model for those few drow who follow in his
footsteps, trying to find a life apart from the evil society of their
Underdark homes. Drow grow up believing that surface-dwelling races
are inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of other
races find il hard to overcome that prejudice, especially when they
are 50 often on the receiving end of hatred.
ABILITY SCORE
INCREASE.
Your Charisma
score increases by 1.
FEY
STEP.
As a bonus action, you
can magically teleport
up to 30
feet to an
unoccupied space
you can see.
Once you use this trait,
you can't
do so again until you finish a short or
long rest. When you reach 3rd level,
your Fey Step
gains an additional effect
based on
your season; if the
effect requires a saving throw,
the DC equals 8 +
your proficiency bonus + your Charisma
modifier:
Autumn.
Immediately after you use your Fey Step,
up to two creatures of
your choice that
you can see within 10 feet of you must succeed on a Wisdom saving
throw or be charmed by you for
1 minute, or until you or
your companions deal any damage to it.
Winter. When you
use your Fey Step, one
creature of your choice that you can see within 5 feet of you before
you teleport must succeed on a Wisdom saving throw
or be frightened
of you until the end
of your
next turn.
Spring.
When you use your
Fey Step, you can
touch one willing creature within
5 feet of
you. That
creature then teleports instead of you,
appearing in an
unoccupied space of your choice that you
can see
within 30 feet of you.
Summer. Immediately
after you use your Fey Step, each
creature of your choice
that you can see within
5 feet of you takes fire damage equal to
your Charisma modifier (minimum of 1 damage).
Eladrin have the
following traits in
common, in addition to the traits they share with other elves.
Choose your eladrin's
season: autumn, winter,
spring, or
summer.
When finishing a long rest, any eladrin can
change their season. An eladrin might choose the season that is
present in the world or perhaps the season that most closely matches
the eladrin's current emotional state.
SEA ELF TRAITS
Sea elves have the following traits
in common, in addition to the traits they share with other elves.
CHILD OF THE
SEA. You have a swimming
speed of 30 feet, and you can breathe air and water.
ABILITY SCORE
INCREASE.
Your Constitution score increases
by 1.
LANGUAGES.
You can speak, read, and write Aquan.
FRIEND OF THE SEA.
Using gestures and sounds, you
can communicate simple ideas with any beast that has an innate
swimming speed.
SHADAR- KAI
TRAITS
Shadar-kai
have the following traits in common, in
addition to
the traits they
share with other elves.
NECROTIC
RESISTANCE.
You have
resistance to
necrotic damage.
ABILITY
SCORE
INCREASE.
Your Constitution
score increases
by 1.
BLESSING
OF THE
RAVEN
QUEEN.
As a bonus action,
you can
magically
teleport
up to 30
feet to an unoccupied space
you can see. Once
you use this trait, you can't
do so again until you finish a long rest.
Starting at 3rd level,
you also gain resistance
to all damage when you teleport
using this
trait. The resistance lasts
until the start
of your next
turn. During
that time, you
appear ghostly and translucent.
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