Elf
Elves are native to the northern slopes of Verdania. They resemble lean humans with long limbs and fingers, angular faces, slanted eyes, and tapered ears that they can move.
Elves have been shaped by magic more than any other race. The four elf subraces—blessed, sea, deep, and fey—derive their distinguishing features from extreme magical events or environments.
Blessed Elves
Over ten thousand years ago, the elves of the land received the gift of immortality from a god. This event is known as Mirakunum, or "The Blessing". Since then, those elves have been immune to the weathering of old age, although they can still be killed by injury or illness. The only exceptions are those elves who were already old when the Blessing occurred, of whom few survive.
Due to their longevity, the history of the blessed elves is well-preserved. It is rife with conflict with soraskans over control of the east and west coasts. Unlike other races, the blessed elves rarely attempted to build large cities, roads, farmlands, or other structures, opting instead to live in scattered, self-sufficient dwellings. Thus, most elf scholars worked in solitude, and scientific progress was all but nonexistent.
When elves did collaborate, their works were unmatched. Sadly, the larger works invariably drew the attention of the primordials, and each one was destroyed along with countless smaller works and the elves who made and protected them. In this way, their indefinite lifespan was a curse to their race: while children eventually replaced the fallen elves in number, they could never replace the fallen elves' ambition, for the ambitious elves were disproportionately likely to be slain. Worse, each catastrophe reinforced the modesty and reticence of the survivors. The divide between these two ways of thinking has only widened with time. Each group has a name: the audacious nauvirhigh elves, and the conservative omavirwood elves.
The blessed elves' greatest accomplishment—and loss—was the coastal city of LuminarysCity of Lights. Founded in -1642 SK and designed to withstand attacks from primordial and soraskan alike, it stood strong for over 700 years. Its fall in -857 SK was precipitated by the only known instance of Leviathan and Shaitan attacking the same target simultaneously, which its makers had presumed to be impossible. Relics from Luminarys and other ruined cities are occasionally discovered to this day, most often by sea elves.
Among all the crafts practiced by blessed elves, metalwork is the rarest. It is far easier for an individual elf to work with wood than it is to mine and refine the numerous materials needed for forging metal. The greater limiting factor is the extreme scarcity of metals in Verdania. The few elves that do go through the trouble are sure to produce masterwork pieces, however. Nearly every elven weapon, armor, trinket, and tool made of metal is intricately wrought and magically enchanted. More common crafts include lapidary, as gems are abundant in Verdania and useful for magical endeavors; arboriculture, as blessed elves are uniquely capable of witnessing the long process of tree growth; and weaving, as the materials for it are plentiful and countless hours can be spent on it. Most elves practice multiple artisanal skills, as well as art, study, and athletics.
Sea Elves
According to legend, sea elves' ancestors were from a great elven kingdom—on land. The story goes that Shaitan attempted to destroy their kingdom by expelling so much lava from Verdoa that the land sunk into the sea. Their ruler King Mo'ire cast a powerful spell in an attempt to save his kingdom. When the city continued slipping into the sea, he thought his spell had failed, and his people were doomed. The elves, however, found themselves suddenly able to breathe water, and managed to escape Shaitan's wrath by fleeing into the ocean just as lava began to seal the city in its watery grave. The survivors, or marevirsea elves as they call themselves, have lived in the sea ever since. Most sea elves live in the Verdanian Gulf, but their offshore settlements can be found worldwide.
If the story is true, it occurred long before the Blessing, as it was a legend even in the childhood of the oldest blessed elves. Best guesses put it at around -14500 SK. Many doubt its authenticity for four main reasons. First, the manner of the city's destruction is considered dubious. Volcanic activity is common on Verdania, but it has only been observed to create land, not sink it. Second, the amount of power required by such a spell would have been far too much to be wielded by the apocryphal king. Third, even if someone could have cast such a powerful spell, the magic affecting the sea elves should still be present, but their form is not magical. Fourth, the city has never been found, despite extensive searching. For these reasons, few other than the sea elves themselves take the story seriously. Most attribute the existence of sea elves to divine intervention, and cite the Blessing as proof of plausibility.
Whatever their origin, sea elves are well-adapted to marine life. They have gray-blue skin and long, webbed digits. Of their face, they have large eyes sharp teeth, and flattened noses. Most strikingly, sea elves lack hair and external ears, possessing motile head-fins instead. Also to many foreigners' surprise, sea elves prefer to go without clothing, since it significantly slows them down. Sea elves do wear clothing when necessary, such as for pockets, armor, status, or ceremony. The simplest clothes are fashioned of kelp, while extravagant attire incorporates large shells strung together. Armor is also made of shells or scales. Coral, pearls, and small shells are common adornments. Leather and hide are rare, as they can't readily be tanned underwater.
Culturally, sea elves are superficially friendly and inviting, but their smiles can quickly turn to sneers if their visitor proves incompetent. (Note: sea elves consider the inability to breathe underwater to be a sign of incompetence, and will not help a drowning hanea—"air breather", an insult.) Sea elves are also sensitive about their military history. They feel that the land-dwelling races don't appreciate their efforts to keep sea monsters at bay, and are contemptuous of those who are ignorant of the threats of the deep sea.
Sea elf civilization is fragmented by the oceans. The open ocean is too dangerous in its depths, and too barren near the surface, for sea elves to cross it often. Atan and Gabrorian sea elves are mostly nomadic, traveling along the continental shelves with the seasons. These sea elves rarely develop lasting relations with coastal land-dwellers. Most land-dwellers—especially sailors—treat sea elves with great caution due to the sea elves' reputation for luring inexperienced sailors to crash their ships on rocks. Such incidents are usually accidental: the elves sometimes sing on rocks above the water, and the sailors get too close in their attempt to see the source of the sound. Survivors allege that the elves deliberately entranced them with their voice.
Verdania lacks a continental shelf, so most sea elves there live in permanent settlements in the shallow Verdanian Gulf. They maintain formal, but sometimes tense, relations with the blessed elves on land. An important part of their relationship pertains to trade, especially in metals. Sea elves have access to ore deposits, but lack the means to work them; the blessed elves have forges, but little ore. Sea elves from all continents barter with land-dwellers, but it is most extensive in Verdania.
Deep Elves
Deep elves are the unwelcome cousins of sea elves, adapted to life in the darkest depths of the ocean. They were once sea elves, but their worship of the kraken Lolugo led to their exile in -2500 SK and name of malevirbad elves.
Lolugo was actually slain in -1174 SK after a long war between deep elves and sea elves. The deep elves have since devoted themselves to the resurrection of their god. They believe that ritual sacrifices and aberrant magic are the key to doing so. Their religion, called Aquorism, holds aberrations as angels and malice as virtue. Their priests are the most warped specimens of their kind, both physically and mentally. To perform their ceremonies, deep elves regularly creep into shallow waters to kidnap sea elves, sailors, and sometimes coastal villagers. A captain who fails to take enough captives must sacrifice family members as punishment.
Deep elves are extremely diverse in outward appearance due to the range and severity of mutations that afflict them; crab claws, tentacles, half-formed fish tails, and bine spines are some examples. Some are debilitating outside of water, and all are unseemly, but they can also be a source of power and pride. Their minds fragmented as they are, an individual deep elf may both loathe and cherish its physique. The changes did not come about until after their banishing, and deep elves see them as a curse from their enemies and a reminder of their banishment. And yet, the changes were a gift from their gods, and are thus a blessing.
<redacted> Fey Elves
Sime time around 15,000 years ago, a being approached a group of young elves. Introducing herself as Uhanesoul, she led the elves through a copse of trees and spoke of a world that was shaped as much by the mind as by the flesh. Presently, the elves found themselves in this fey place, and explored its wonders with delight. Hours passed, and Uhane warned them that staying any longer would risk the lives of their loved ones. The elves paid no heed and continued their revelry—for how could the lives of others be endangered by their actions here, so far away? Days later, they finally emerged to find that 100 years had passed in their absence. All those they had known were dead or gone. The elves went back to the copse of trees and begged Uhane to let them back in, and she assented, but with a condition: they must give up their home realm for good, and tie their souls to the other place. In exchange, they would be granted long lives and stations of privilege under the fey realm's true ruler. Every one of them agreed, and when they stepped foot into Uhane's plane, they became the first perevirwandering elves.
The other place was the Feywild, now known to be a distinct plane of existence. The fey elves were likely its first inhabitants. They still rule the plane, although their relative strength has weakened as the plane itself has expanded. Most of them are not nobility. Fey elves could pass as normal elves but for their unnaturally vibrant skin and hair, which come in all hues. Their eyes are solid globes of color, lending them an inscrutable air. Like the Feywild itself, their moods are fickle and extreme. They can come across as juvenile in both their mirth and their wrath.
Fey elves do not leave the Feywild lightly. Their soul is tied to that plane. For reasons not fully understood, they are incapable of most magic outside the Feywild, and the magic they do manage is unrecognized and unaffected by spells such as detect magic and dispel magic.
<redacted> Game Mechanics
Elf
Size
Medium
Medium
Speeds
Walk 35 ft.
Walk 35 ft.
Old Age Threshold
70 years
70 years
Languages
Varies
Varies
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Aging Rate
5 years
5 years
Traits
Enhanced Darkvision. Your innate darkvision allows you to see in starlight as if it were bright light regardless of the actual light level, but distances beyond 60 feet are lightly obscured as if by mist. Most things take on shades of gray under starlight, but certain plants, animals, and minerals exhibit spectacular colors that only elves can see.
Trance. Elves don't sleep, and are immune to falling unconscious by magic (physical trauma, such as being reduced to 0 hit points, can still knock you unconscious). You must enter a state of meditation called a trance to gain the usual benefits of sleep. Each hour of a trance counts as two hours of sleep.
It takes you 1 minute to enter a trance. While in a trance, you are incapacitated and have disadvantage on Perception checks, but you remain partially aware of your surroundings. You can end your trance at any time (no action required), but it takes a moment to collect your bearings; after you end your trance, you are dazed until the end of your next turn.
Subraces
Select one of the subraces below.
Blessed Elf
Languages. You are proficient in Elvish and one human language of your choice. Most blessed elves know Sonnern, the language used for most arcane study and the basis for the modern Elvish alphabet. You can also read and write the Old Script, in which each glyph is topologically unique.
Blessed. The ancient Blessing of your kind ever protects you from senescence. You are immune to the effects of old age, and your old age threshold and aging rate are both infinity.
Mystic Trance. You can replenish your magical reserves by spending 1 hour in your trance, which may be during a short rest. You regain one 1st-level spell slot. Once you use this feature, you can't use it again until you finish a long rest.
Sea Elf
Languages. You are proficient in one dialect of Marese, the native language of sea elves.
The King's Wish. You have a swim speed equal to your walk speed, and you can breathe air and water.
Sirenic Voice. Your voice carries the weight and depth of the sea itself. You know the siren's song spell and can cast it once with this feature. You regain the ability to do so when you finish a long rest.
Deep Elf
Languages. You are proficient in Malese. Malese is the native language of the deep elves and is closely related to Marese.
The King's Wish. You have a swim speed equal to your walk speed, and you can breathe air and water.
Twisting of the Deep. The crushing influence of Lolugo, aberrant overlords, and the sea itself has warped the bodies of deep elves. Pick one of the abyssal mutations from the table below, or roll a d10 to randomly determine it (not recommended). Deep elves can be afflicted with innumerable other mutations, but these are the prevalent ones that affect game mechanics.
Abyssal Mutations
d10 | Mutation |
---|---|
1 | Angler's Lure. A bioluminescent lure hangs above your brow. You can turn it on or off as a free action. It sheds light (10/20 ft.) while on. The light winks off if you die. |
2 | Crab Claw. In place of one of your hands is a massive crab claw. When used to make an unarmed strike, the claw does 1d6 piercing damage on a hit. When used to make a grapple attack, the claw does 1d4 bludgeoning damage on a hit, and you can use a minor action to deal 1d4 bludgeoning damage to a creature grappled by the claw. |
3 | Enlarged Eyes. Your huge eyes make up half your face. The range of your darkvision is 300 feet. |
4 | Fish Fins. You have fins in place of feet, and a fish tail. You have no walk speed, but your swim speed is 50 feet. |
5 | Mucosal Skin. Your skin protects itself with a thick layer of slime. You automatically succeed on ability checks made to escape being grappled, and whenever you succeed on a saving throw made to resist being moved by a grapple, you also escape the grapple. |
6 | Spiny Bones. Dozens of spiny bone spurs, short and long, protrude from your skin. You gain two benefits while not wearing armor. First, you can calculate your base AC as 12 + your Dexterity score. Second, each time a creature hits you with an unarmed attack, the attacker takes 1d4 piercing damage. |
7 | Sunlight Sensitivity. Comfortable only in the darkness of the sea, you have the Sunlight Sensitivity trait. |
8 | Tentacle Arm. In place of one of your hands is a long tentacle. Unarmed attacks made with the tentacle have the reach (10 ft.) property. |
9 | Transparent Flesh. Your skin and muscles are transparent, and even your bones and organs let some light through. You can remain hidden from a creature even when you aren't heavily obscured or behind cover relative to it. |
10 | Vestigial Lungs. You can't breathe air for longer than 10 minutes at a time. |
Fey Elf
Languages. You are proficient in Sylvan and High Sylvan. High Sylvan branched off from Elvish long before the Blessing and is spoken only by the aristocracy of the Feywild, including most fey elves. Sylvan is the vulgar form of High Sylvan and is spoken by common denizens of the Feywild.
Glamour. As a standard action, you can create an illusion to make yourself look different. The illusion lasts until you use a standard action to end it or to make a new illusion. The illusion doesn't affect your clothing or equipment and you can't change your height or body shape, but otherwise the extent of the illusion is up to you.
The illusion fails to hold up to physical inspection. For example, if you use this feature to add horns to your head, objects pass through the horns, and anyone who touches them would feel nothing or would feel your head and hair.
To discern that you are disguised, a creature can use the Search action to inspect your appearance and make an Investigation check. The DC is equal to 8 + your proficiency bonus + your Charisma score.
Fey Step. As a minor action, you can teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you finish a short or long rest.
Feybound. Your soul is tied to the Feywild, which is your native plane. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.
Ending the Bond
Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.
Feat ▼ | Cost | Discount (–1 Cost) | Prerequisites | Religion |
---|---|---|---|---|
Acolyte of Lolugo | 2 | A swim speed | Proficiency in Malese | Aquorism |
Capricious Nature | 3 | Elf (fey), Fey Step racial trait | ||
Elf Eyes | 1 | Elf | ||
Elven Accuracy | 4 | Elf, proficiency in Perception | ||
Flare Glamour | 3 | Elf (fey), Glamour racial trait | ||
Priest of Lolugo | 4 | Acolyte of Lolugo feat | Aquorism | |
Severed Bonds | 1 | Feybound racial trait | ||
Swordmage's Ward | 3 | Proficiency in Elvish | Proficiency in Arcana and any martial melee weapon | |
Treesinger's Bow | 3 | Proficiency in Elvish | Proficiency in Nature and the longbow | |
Woodland Skirmisher | 3 | Proficiency in Elvish | Proficiency in Nature and Stealth |
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Siren's Song
Siren's Song
1st-level enchantment
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet, or 90 feet underwater
30 feet, or 90 feet underwater
Weaving currents of power into your voice, you attempt to lull a creature of your choice within range into complacency. If it can hear you, the target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or one of your companions harms the target or one of its companions, the spell ends.
A Beast that has a swim speed or the ability to breathe underwater has disadvantage on its saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Unarmed Strike
Unarmed Strike
Simple melee weapon
Cost: —
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
You punch, kick, or otherwise strike at an opponent with your body. On a hit, you deal bludgeoning, piercing, or slashing damage as appropriate.
An unarmed strike that you make with an empty hand also has the light property.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Grapple
Grapple
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to grab an opponent with an empty hand or other suitable appendage. On a hit, the target is grappled by you, with you as the grappling creature.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
○
×
Sunlight Sensitivity
You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Reach
Reach
The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Teleporting
Teleporting
Teleporting lets you instantaneously travel from one location to another without going through the intervening space. You don't provoke opportunity attacks when you teleport.
When you teleport, all the equipment you are wearing and carrying teleports with you. If you are touching another creature when you teleport, that creature doesn't teleport with you unless otherwise specified.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
Unless otherwise specified, you must see your destination when you teleport.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Severed Bonds
Severed Bonds
Prerequisite: Feybound racial trait
Cost: 1 feat point
Cost: 1 feat point
Somehow, you have severed your soul's connection to the Feywild. Before taking this feat, discuss the means by which you accomplish this with your DM, as it may be narratively significant. You gain the following benefits and drawback:
- You lose your Feybound racial trait (and this feat ceases to have any prerequisites for you).
- You can expel your spirit from your body to cast arcane eye without any components once with this trait. Charisma is your spellcasting ability for it. When you cast the spell in this way, you create a miniature version of yourself instead of an eye. You regain the ability to cast it in this way when you finish a long rest.
- While dying, it takes 1 less failed death saving throw for you to die.
Arcane Eye
Arcane Eye
4th-level divination
Components
V, S, M (a bit of bat fur)
V, S, M (a bit of bat fur)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create an invisible, magical eye within range that hovers in the air for the duration.
You gain the eye's sense of sight in addition to your own. The eye has darkvision (30 ft.) and can look in every direction.
As a standard action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Capricious Nature
Capricious Nature
Prerequisite: Elf (fey), Fey Step racial trait
Cost: 3 feat points
Cost: 3 feat points
Your moods mimic the seasons. Choose one season below and gain its benefits. Each time you use Fey Step, you can change your choice as you teleport.
Spring. A time of joyous awakening. You add your Charisma score to any Medicine check associated with the Heal action. You also have access to another option when you take the Heal action: if you succeed on a DC 10 Medicine check, the target is cured of one effect causing it to be blinded, deafened, dazed, or poisoned.
Summer. A time of relentless growth. When a creature obstructs your path, you can attempt to force them aside. You can use a minor action and expend 5 feet of movement to force the creature to make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Charisma score. On a failed save, the target is pushed up to 5 feet in a direction of your choice, you enter a space it formerly occupied, and your movement doesn't provoke opportunity attacks from the target for the rest of the turn.
Autumn. A time of diligent harvest. You gain a number of temporary hit points equal to your level + your Charisma score whenever you finish a short or long rest. These temporary hit points disappear if you change your season.
Winter. A time of pensive waiting. You add your Charisma score to Constitution saving throws you make to maintain concentration, as well as to all Intelligence, Wisdom, and Charisma saving throws you make.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Flare Glamour
Flare Glamour
Prerequisite: Elf (fey), Glamour racial trait
Cost: 3 feat points
Cost: 3 feat points
You can flare your glamour for a more potent effect. When you use Glamour, you can augment your guise with any of the following otherworldly elements: an aura of light or darkness, up to a foot of increased height, altered clothing and equipment, indistinct sounds, or the amplification of your voice. You have advantage on Charisma checks for the duration of the Glamour.
You may also choose to evoke fear or awe. If you do so, each creature within 10 feet of you that can see and hear you must make a Wisdom saving throw against your Glamour DC or be frightened (if you evoked fear) or charmed (if you evoked awe). The effect ends on a target if it can neither see nor hear your Glamour, or if it takes damage.
When you flare your Glamour in this way, it requires concentration, it ends after 1 minute, and you can't use Glamour again until you finish a short or long rest.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Elf Eyes
Elf Eyes
Prerequisite: Elf
Cost: 1 feat point
Cost: 1 feat point
You gain proficiency in Perception.
You can take this feat twice. The second time you take it, you gain expertise in Perception.
Elven Accuracy
Elven Accuracy
When you have advantage on an attack roll that uses Dexterity, Intelligence, Wisdom, or Charisma, you take the highest of three d20 rolls instead of two.
Swordmage's Ward
Swordmage's Ward
Prerequisite: Proficiency in Arcana and any martial melee weapon
Cost: 3 feat points
Discount (–1 Cost): Proficiency in Elvish
Cost: 3 feat points
Discount (–1 Cost): Proficiency in Elvish
You blend the arts of magic and swordplay in the style of the elves. You learn the blade ward cantrip. After you cast blade ward, you can cause one creature to take an extra 1d8 force damage when you deal damage to it with a melee weapon attack before the end of your next turn. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Blade Ward
Blade Ward
Abjuration cantrip
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
Self
Self
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Treesinger's Bow
You've discovered—or been taught—a technique used by elves to imbue the wood of a bow with nature magic. You learn the shillelagh cantrip, and you ignore its material components. You can cast the spell on a shortbow, longbow, or greatbow, allowing you to use Wisdom instead of Dexterity for the weapon's attack and damage rolls.
Shillelagh
Shillelagh
Transmutation cantrip
Duration
1 minute
1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Woodland Skirmisher
You know how to take advantage of the terrain when you fight. You gain the following benefits:
- When you hit a creature with a melee attack twice on your turn, if the target is your size or smaller and standing in difficult terrain that it doesn't ignore, you can knock it prone after the second hit.
- When you take the Hide action, you can become hidden from a creature even when you're only lightly obscured from it.
- Making a ranged attack doesn't automatically reveal your location if you were hidden and the attack missed. Reroll the Hide DC instead.
Acolyte of Lolugo
Acolyte of Lolugo
Aquorism
You have entered the clergy of Aquorism in service of the slain kraken Lolugo. You gain the following benefits:
- You gain proficiency in Deep Speech, which you use to conduct rituals and commune with your lesser gods.
- You know the primal savagery cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it; you choose which when you gain this feat. When you cast the spell, your arms turn into tentacles and have the reach (10 ft.) property.
Primal Savagery
Primal Savagery
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Priest of Lolugo
Priest of Lolugo
Prerequisite: Acolyte of Lolugo feat
Cost: 4 feat points
Cost: 4 feat points
Aquorism
You deepen your service to Lolugo. You gain the following benefits:
- You gain a mutation of your choice from the Abyssal Mutations table. You can choose a mutation you already have if it makes sense, such as altering a different hand or arm.
- You learn the spell hunger of the void. You can cast it once with this feat without expending a spell slot, regaining the ability to do so when you finish a long rest. Your spellcasting ability for it is the same as the one you chose for primal savagery when you took the Acolyte of Lolugo feat.
Hunger of the Void
Hunger of the Void
3rd-level conjuration
Components
V, S, M (a pickled octopus tentacle)
V, S, M (a pickled octopus tentacle)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.