Aurothari
(Broken Elves)
Overview
The Aurothari are elves scarred by catastrophic magical trauma. Once kin to the Eldorai, Aerynthar, or others, they were reshaped by arcane disasters—failed rituals, corrupted relics, or prolonged exposure to Shadowfell magic. Shunned by other elves, they live in secrecy, requiring magic not just to thrive, but to remain whole. Without it, their minds—and bodies—begin to unravel.
Physical Traits
Aurothari tend to have pallid or violet-tinged skin, thin builds, and hair that glows or darkens with arcane residue. Their eyes pulse with magical flickers, and long-term deprivation causes grotesque mutations: bony spurs, discolored veins, warped voices.
Culture and Society
They are scattered and secretive. Some dwell in the Shadow Warrens of Nemsarai, while others haunt magical ruins. Survival and arcane sustenance are their priorities. They form loose circles or operate alone, often posing as eccentric wizards, warlocks, or scholars in surface societies.
Faith and Beliefs
Few Aurothari still honor the old gods. Most feel abandoned. Some cling to fragmented rituals of Aelindara, while others turn to personal compacts or fey patrons. Belief is private and often shaped by desperation.
Playing an Aurothari
Playing an Aurothari means walking the edge between power and decay. Your magic is brilliant—but it costs you. Whether seeking control, redemption, or survival, you live one spell away from collapse.
Racial Traits
Creature Type: Humanoid
Size: Medium
Speed: 30 feet
Languages: Common, Elvish
Darkvision: 60 feet
Fey Ancestry: Advantage on saving throws against being charmed; immune to magical sleep
Arcana Proficiency: You gain proficiency in the Arcana skill. If you already have it, you instead gain expertise.
Spellmarked: You learn one cantrip from the Sorcerer or Warlock spell list. Intelligence or Charisma is your spellcasting ability for this cantrip.
Arcane Hunger: If you go 24 hours without exposure to arcane energy (e.g. spellcasting, resting near a magic item or ritual site), you must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. At 3 levels, you begin mutating—suffering permanent Wisdom saving throw disadvantage until cured by Greater Restoration or similar magic.
Fractured Channeling: When you cast a spell of 1st level or higher, you may roll an additional damage die of one type the spell already deals. Then roll a d6. On a 1, take force damage equal to your proficiency bonus and gain one level of temporary exhaustion (which fades after your next long rest).
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