Yaarel
🇮🇱 🇺🇦 He-Mage
With an increase in design space in mind, something like the following for the Elf race:
ELF
Elves are beings of magic. The first elves are beings of thought changing their forms at will. But when entangling the creation of the material realm, they lose their mercuriality and persist as humanlike creatures within the fey realm. Individuals exhibit a fateful appearance of enchanting beauty and stunning success. These elves explore new magics in other planes of existence, and adapt there. Some materialize into creatures of flesh and blood.
ELF TRAITS
Creature Type: Humanoid
Size: Medium (typically 5-6 feet tall)
Speed: 30 feet
Life Span: 750 years on average
As an Elf, you have these special traits.
Fey Ancestry. The fateful realms of the feywild are part of you. You have Advantage on saving throws you make to avoid or end the Charmed Condition on yourself.
Innate Spells. You personify the magic of spellcasting. You gain spells you can cast innately. Each time you advance in character level, you can swap one innate Spell to make an other Spell of the same level innate. Choose any two cantrips. You can choose Darkvision or Waterbreathing in place of a cantrip. Choose any level 1 spell and any level 2 spell. You can cast these Spells innately without any component once after each Long Rest. When you reach character level 3, you can instead cast the level 1 Spell innately once after each Short or Long Rest, and likewise when you reach character level 5, the level 2 Spell. You know these Spells. You can also cast them using any Spell Slots you have of the appropriate level. Each elven culture promotes certain spell choices. See the Elven Culture table for the typical choices of your elven culture. You can choose atypical spells.
Trance. You dont need to sleep, and magic cant put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation. You dream wakefully during your trance, often reliving earlier experiences, and remain conscious of your surroundings.
ELVEN CULTURE: TYPICAL SPELL CHOICES
Astral: Light, Sacred Flame; Bless, Misty Step
Detection Mark: Darkvision, Guidance; Detect Evil/Good, Augury
Drow: Darkvision, Dancing Lights; Faerie Fire, Darkness
Eladrin: Frostbite, Sacred Flame; Charm Person, Misty Step
High: Prestidigitation, other cantrip; Detect Magic, Misty Step
Palid: Darkvision, Light; Sleep, Invisiblity.
Sea: Darkvision, Waterbreathe; Speak with Animals, Enhance Ability
Shadar-kai: Darkvision, Resistance; False Life, Misty Step
Shadow Mark: Darkvision, Minor Illusion; Disguise Self, Darkness
Storm Mark: Booming Blade, Thaumaturgy; Fog Cloud, Warding Wind
Wood: Darkvision, Druidcraft; Longstrider, Pass without Trace
Here as cultures, all of these kinds of elves and half-elf marks are already 5e official. Not listed here are additionally the 5e Magic the Gathering kinds of elves. To have only one Elf race that allows the player to choose each spell, is the only way to manage all of these many different kinds of elven traditions. A DM can make one or more elven cultures prominent in a setting. Some spell listings represent a concept, like Shadar-kai having False Life in place of temporary damage resistance while retaining its shadowfell theme.
There needs to be only one Elf race in D&D. This race can diversify into many cultures. The Elf is much like the Human that also comprises many cultures. A difference is, the elven cultures mainly distinguish from each other by means of mastering different magics.
I feel One D&D gets it right by having each kind of Elf differ from an other by means of the innate spells it exhibits. However, I feel it gets it wrong by essentializing each culture. Instead, make the spells a player choice. An Elf character can choose the spells to cast innately. A player character may or may not be typical for ones culture.
Backgrounds supply any skill proficiencies, such as Perception, Arcana, or whatever, depending on the elven concept.
ELF
Elves are beings of magic. The first elves are beings of thought changing their forms at will. But when entangling the creation of the material realm, they lose their mercuriality and persist as humanlike creatures within the fey realm. Individuals exhibit a fateful appearance of enchanting beauty and stunning success. These elves explore new magics in other planes of existence, and adapt there. Some materialize into creatures of flesh and blood.
ELF TRAITS
Creature Type: Humanoid
Size: Medium (typically 5-6 feet tall)
Speed: 30 feet
Life Span: 750 years on average
As an Elf, you have these special traits.
Fey Ancestry. The fateful realms of the feywild are part of you. You have Advantage on saving throws you make to avoid or end the Charmed Condition on yourself.
Innate Spells. You personify the magic of spellcasting. You gain spells you can cast innately. Each time you advance in character level, you can swap one innate Spell to make an other Spell of the same level innate. Choose any two cantrips. You can choose Darkvision or Waterbreathing in place of a cantrip. Choose any level 1 spell and any level 2 spell. You can cast these Spells innately without any component once after each Long Rest. When you reach character level 3, you can instead cast the level 1 Spell innately once after each Short or Long Rest, and likewise when you reach character level 5, the level 2 Spell. You know these Spells. You can also cast them using any Spell Slots you have of the appropriate level. Each elven culture promotes certain spell choices. See the Elven Culture table for the typical choices of your elven culture. You can choose atypical spells.
Trance. You dont need to sleep, and magic cant put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation. You dream wakefully during your trance, often reliving earlier experiences, and remain conscious of your surroundings.
ELVEN CULTURE: TYPICAL SPELL CHOICES
Astral: Light, Sacred Flame; Bless, Misty Step
Detection Mark: Darkvision, Guidance; Detect Evil/Good, Augury
Drow: Darkvision, Dancing Lights; Faerie Fire, Darkness
Eladrin: Frostbite, Sacred Flame; Charm Person, Misty Step
High: Prestidigitation, other cantrip; Detect Magic, Misty Step
Palid: Darkvision, Light; Sleep, Invisiblity.
Sea: Darkvision, Waterbreathe; Speak with Animals, Enhance Ability
Shadar-kai: Darkvision, Resistance; False Life, Misty Step
Shadow Mark: Darkvision, Minor Illusion; Disguise Self, Darkness
Storm Mark: Booming Blade, Thaumaturgy; Fog Cloud, Warding Wind
Wood: Darkvision, Druidcraft; Longstrider, Pass without Trace
Here as cultures, all of these kinds of elves and half-elf marks are already 5e official. Not listed here are additionally the 5e Magic the Gathering kinds of elves. To have only one Elf race that allows the player to choose each spell, is the only way to manage all of these many different kinds of elven traditions. A DM can make one or more elven cultures prominent in a setting. Some spell listings represent a concept, like Shadar-kai having False Life in place of temporary damage resistance while retaining its shadowfell theme.
There needs to be only one Elf race in D&D. This race can diversify into many cultures. The Elf is much like the Human that also comprises many cultures. A difference is, the elven cultures mainly distinguish from each other by means of mastering different magics.
I feel One D&D gets it right by having each kind of Elf differ from an other by means of the innate spells it exhibits. However, I feel it gets it wrong by essentializing each culture. Instead, make the spells a player choice. An Elf character can choose the spells to cast innately. A player character may or may not be typical for ones culture.
Backgrounds supply any skill proficiencies, such as Perception, Arcana, or whatever, depending on the elven concept.
Last edited: