Elves of Akronis
There are many different types of elves that walk the world of Akronis. Originally the result of a tandem creation of the Goddess of Nature and the God of Knowledge, they have wandered for millennia, slowly changing and adapting to their environments. Many elves are travelers at heart, maintaining nomadic communities that never stay in the same place for very long. The driving force of many elves is the collection of wisdom. They live very long lives, so they have lots of opportunities to learn new things as they travel from place to place. They also appreciate the arts and culture of wherever they venture, as it allows them to learn something truly special from the places they visit that books couldn't begin to describe.
Each elf is born with an innate spirit animal granted to them by the Goddess of Nature that they gain the ability to summon when they reach adulthood. This spirit animal is meant to guide them through the trials and tribulations of their life, as well as bring elves closer to one another and to the Goddess of Nature.
There are five distinct factions of elves, each different based on the environments they travelled to during the Flowering Age. High Elves emigrated to the plains, allowing them to build larger settlements and maintain sources of knowledge for them and other elves to wander to and learn from. Wood Elves emigrated to the forests, teaching them the wisdom of the wilds. Dark Elves emigrated to the massive cave systems and the undergrounds of Akronis, giving them greater survivability underground but weakening them above. Sea Elves emigrated to the seaside and to shallow oceans, gaining gills and fins as well as the ability to communicate with the beasts that surround them. Avariel Elves emigrated to the mountainous regions, giving them wings and slower falling to travel easier and survive better so high above ground. Astral Elves emigrated to the cold, arctic regions to study the wisdom of the stars, slowly taking on various aspects of what they studied.
Elf Features
Ability Score Increase. Your Dexterity score increases by 2.
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.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Manifest Spirit. As an action, you can cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and it disappears after a number of hours equal to half your level, rounded up. Once you cast the spell in this way, you can't do so again until you complete a long or short rest.
Languages. You can speak, read, and write Common and Elven.
Subrace. Six subraces of Elf are found in the world of Akronis. Choose one of these subraces:
High Elf
Ability Score Increase. Your Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Well-Read. You can read, speak, and write one additional language of your choice.
Wood Elf
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
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.
Dark Elf
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the 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 fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Sea Elf
Ability Score Increase. Your Constitution score increases by 1.
Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Languages. You can speak, read, and write Aquan.
Avariel Elf
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Slow Falling. Starting at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.
Languages. You can speak, read, and write Auran.
Astral Elf
Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose each when you select this subrace).
Radiant Soul. When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this subrace). You can’t use this trait again until you finish a long rest.
Trance Proficiencies. Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from the “Equipment” chapter of the Player’s Handbook). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
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