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Elf Perks

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Race Overview

Inherent Racial Abilities:
  • You have Advantage on Saving Throws to resist being Charmed and you cannot be put to sleep with magic.
  • You may cast the spell Detect Magic as a ritual. This spell does not require Verbal or Somatic components.
  • You must pick an Elven Ancestry when creating a character of this race.
  • Your type is Humanoid and Fey. Effects that apply to one of your types apply to you.
  • You are immune to Scurvy.
Point Balance: 22 Points
Size: Medium
Speed: 30 ft
Language: You know International, International Elvish and one other language depending on your ancestry:
  • Asarti (High/Sun) know Celestial
  • Athashan (Sea/Star) know Aquan
  • Asgari (Wood) know Sylvan
  • Duirchal (Dark) know Undercommon
  • Ayaki (Oathbound) know Old Tongue (Fragmented).
Age: Shantil mature at 50 years old and often live up to 600 years.
Physical Description: Shantil have typically have leaf-shaped or pointed ears. Other features of the Shantil differ depending on which lineage they belong to:
  • High Elves have a skin tone of pale gold or bronze. Due to the importance of "pure" lineage in High Elven society, there is very little diversity of appearance. Their hair colors can be copper, golden blonde, or black. Their eyes are usually green or copper and have a liquid appearance.
  • Sea Elves have a set of gills along their neck that allows them to breathe underwater, webbed feet, and usually have very well-developed lower bodies. Sea Elves can have any natural hair color, although red is the most common. Their skin is blue or mineral green in color.
  • Wood Elves have a set of small antlers that sprout from their forehead. Their skin tone takes on brownish or coppery colors. Their eyes range in any color and hue except for red. Their hair is usually a black or brown, although it often has streaks of other hair colors in it.
  • Dark Elves have a layer of obsidian-colored chitin covering their forearms. Their skin tone is purplish. Their eyes are all red in color, and their hair can range from black to a light gray in color.
  • Oathbound Elves have a mixture of High, Sea, Wood, and Dark Elf traits because of their order's acceptance of all ancestries. Oathbound Elves, however, posses stark white hair as a mark of their sacred oath.

Elven Ancestries

The Elven people were split into different tribes even before arriving in Halaran. These tribes posessed technologies and techniques that none of the other tribes possessed, which led to a specialization of roles within the Elven Domains of Halaran. Over the centuries, these technologies were lost, and all that remain of them are now a more mystical understanding of their techniques.
You must pick an Elven Ancestry to play a character of this race. There are five ancestries:
  • Asarti (High/Sun Elves). They live primarily on the island of Paltian and are the center of the Paltian Empire. They have a natural affinity for the Arcane and boast some of the best mages of Elvendom.
  • Asgari (Wood Elves). They live primarily in Kanwinnic, either under Paltian or as free clans. The Asgari were great genetic engineers in the past, and are responsible for the creation of Harpies, Dryads, and other species. Asgari Sages know how to perform minor modifications on their bodies.
  • Athashan (Sea/Star Elves). They live primarily on ships, underwater settlements, and small islands all across the world. The Athashan are the only group to command Spelljammers and regularly contact the Starry Realm for rare goods to trade all across Halaran.
  • Duirchal (Dark Elves). They live primarily in the Underdark and were originally a splinter group from the Asgari. Duirchal are well-adapted to their environment, and have taken many inspirations in their self-modification from the spiders that infest their region of the Underdark.
  • Ayaki (Oathbound). They live primarily in keeps along they Oathbound Coast in northeastern Isan, but also travel all across the continent (and even further) in search of the Waystone. All four ancestries can be found in the Oathbound, but their Oath strips them of special abilities to help them deal with the horrors they often encounter on their search.
Each ancestry has an additional inherent ability:
  • High Elf: You know the Mage Hand cantrip.
  • Wood Elf: You gain a proficiency in either: Animal Handling, Medicine, or Survival. You also have advantage on checks made to track and navigate.
  • Sea Elf: You may breathe normally in air and water.
  • Dark Elf: You have a darkvision radius of 30ft. If you do not have a Climbing Speed you may add an extra 5ft to your climbing speed.
  • Oathbound: You have advantage on Intelligence and Charisma Saving Throws against magic.

General Perks

PerkCostBoon
Outlander's Constitution -1 Your immune system is less resistant to the native diseases of Halaran. You have Disadvantage on Saving Throws and Checks to resist them.
Trance 2 You meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a humanoid does from 6 hours of sleep.
Traveler of the Starry Realm 2 You gain resistance to Radiant damage.
Elven Resilience 4 You have Advantage on Constitution saving throws against magic.
Ephemeral Form 4 You may cast Misty Step at second level. Once you cast this, you may not cast again until you have completed a Short or Long rest.

High Elf Perks

PerkCostBoon
Healing Hands 2 You may heal a creature an amount equal to your level. Once you have used all of your healing, you may not use it again until after you have completed a long rest.
Priori Knowledge 3 You learn a Cantrip of your choice from the Wizard’s spell list.
Astral Bombardment 4 Once per Long Rest, you may cast the spell Magic Missile at second level. Instead of doing Force damage, this does Radiant damage.
Astral Immunity 4 You gain Immunity to Radiant damage.
Weapon Weaver 4 Once per Long Rest, you may cast the spell Magic Weapon at second level.
Reckless Weave 5 Once per Long Rest, you may cast the spell Scorching Ray at second level. You may change the damage type between: Fire, Lightning, Cold, or Acid. All beams must be of the same damage type.

Wood Elf Perks

PerkCostBoon
Friend of Nature 2 Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Mimicry 2 You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Insight check contested by your Deception check.
Natural Weapons 2 You gain teeth and claws that work as 1d6 + Strength natural weapons. Your teeth do Piercing damage, and your claws do Slashing.
Horns 3 You grow a pair of horns that you can use in combat. Whenever you make a melee attack against a creature you may, as a bonus action, make an attempt to shove your target. The strength DC for your shove check is 8 + your Proficiency Bonus + your Strength modifier. If they fail, they can be pushed up to 10ft away.
Pheromones 3 Once per long rest, you may cast the spell Charm Person at first level.
Wood Elf Lore 3 You learn a Cantrip of your choice from the Druid’s spell list.
Poison Resistance 4 You have resistance to Poison damage

Sea Elf Perks

PerkCostBoon
Astral Respiration 1 While you are not incapacitated, you may breathe normally in any environment. You also gain Advantage on Saving Throws against harmful gases and vapors.
Friend of the Sea 1 Aquatic animals have an extraordinary affinity with you. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Underwater Intuition 2 While you are underwater, you gain a Blindsight of 30ft and are blind beyond. This radius does not extend past the water’s edge.
Water Control 2 You know the Shape Water cantrip.
Astral Immunity 4 You gain Immunity to Radiant damage.
Master of the Winds 4 Once per Long Rest, you may cast the spell Gust of Wind at second level.

Dark Elf Perks

PerkCostBoon
Web Walker 1 Your movement is not at all affected by Webs.
Poison Gland 4 As a Bonus Action, you can coat your weapon or fists with a short-lived poison from the glands in your arms. This poison makes your weapon do an extra 1d6 Poison damage when you successfully attack with it. The poison wears off after it has been used once. You may use this ability a number of times equal to your Constitution modifier (minimum 1). After completing a long rest, you regain all uses of this ability.
Poison Resistance 4 You have resistance to Poison damage
Spider Climb 4 You have a Climbing Speed equal to your walking speed. You may climb up, down, and across vertical surfaces and upside down along ceilings. You may also climb on smooth surfaces.
Web 4 Once per Long Rest, you may cast the spell Web at 2nd level. Your spellcasting modifier for this spell is your Constitution.
Poison Immunity 9 You are immune to Poison damage and the Poisoned condition.

Oathbound Elf Perks

PerkCostBoon
Mental Resolve 2 You are immune to the Charmed condition
Martyr's Shield 3 The Martyr's Shield is a secret spell developed by the first of the Oathbound, Fengol. Once per Long Rest, you may surround yourself with a special, magical shield as an Action. Donning this shield grants you 5 Temporary Hit Points. This shield lasts for up to one hour or until you lose your Temporary Hit Points from this ability. While this shield is up, any creature that damages you is marked with a glowing cross. All creatures can only have one mark on them at a time. The next creature to successfully attack the marked creature takes an extra 1d8 Force damage. This mark lasts for up to 1 minute.
Minor Pact 3 You have made a minor pact with the Fey alongside your normal Oath. You may pick one spell of your choice from the Warlock spell list, Sleep, or Faerie Fire. You may cast this spell without a spell slot once per Long Rest.
Oathbound Lore 3 You learn one Psionic Talent of your choice from the Unearthed Arcana 32 - Mystic Class
Warded Blood 3 Your Oath gives you resistance to Necrotic damage.
Spellbreaker 5 If you are Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned by a magical effect, you can use your Reaction to end that Condition on yourself and ends the spell on you. Once you use this ability, you cannot use it again until after you have completed a Long Rest.
Origin/Ancestry
Arcadian
Lifespan
Functionally immortal but around 600 years on Halaran
Average Height
5'7"
Average Weight
125 lbs.

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