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Four New Elf Subraces in Unearthed Arcana
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<blockquote data-quote="Yaarel" data-source="post: 7729272" data-attributes="member: 58172"><p>It would be even better to stat the Elf as: </p><p></p><p>+2 Any Score</p><p>Choice of 5 Major Elf Traits</p><p>1 Default Language</p><p></p><p>(Major Trait ≈ ½Feat = +1 to Any Other Ability Score)</p><p>(2 Major Traits = 1 Elf Feat = +2 Any Other Ability Score)</p><p>(1 Major Trait = 2 Minor Traits)</p><p>(Choosing a Handicap gains 1 Minor Trait)</p><p></p><p></p><p></p><p>Meanwhile have a list of typical Elf cultures.</p><p></p><p><strong>Drow Culture (Typically)</strong></p><p>Dexterity minimum 15</p><p>Intelligence, Wisdom, and Charisma minimum 11</p><p>Feat:</p><p>• Superior Darkvision 120</p><p>• Magic Resistance</p><p>Major Trait: </p><p>• Faerie Fire (per long rest) and Darkness (per long rest)</p><p>• Dancing Lights Cantrip</p><p>• Dispel Magic (per long rest)</p><p>• Dweomer (Detect Magic at will)</p><p>• Levitation (per rest)</p><p>Minor Trait:</p><p>• Skill: Arcana, Stealth, Perception, Intimidation (credible threat: magic, sneak attack)</p><p>• Combat Proficiency: Handbow, Finesse Sword, Chain Armor</p><p>• Tool Proficiency: Poisoner</p><p>• Language: Drow, Elven, Undercommon, Common, Abyssal</p><p>Handicap: Sunlight Sensitivity (Perception and attack disadvantage when in bright light)</p><p></p><p><strong>Wood Culture (Typically)</strong></p><p>Dexterity and Wisdom minimum 13</p><p>Major Trait: </p><p>• Speed +5</p><p>• Elven Accuracy (reroll d20 when Dexterity attack has advantage; or Wis, Int, or Cha)</p><p>• Darkvision 60</p><p>• Longstrider (per long rest) and Pass Without Trace (per long rest)</p><p>• Druid Cantrip</p><p>• Twilight (Perception advantage in dim light)</p><p>Minor Trait:</p><p>• Mask of Wild (Hide in dim light in natural terrain)</p><p>• Trance (cannot be put to sleep, per 24 hours treat 4 hours light activity as long rest)</p><p>• Enchantment Resistance</p><p>• Skill: Perception, Stealth, Nature</p><p>• Combat Proficiency: Longbow</p><p>• Tool Proficiency: Herbalist, Woodcarver, Musician, Leatherworker</p><p>• Language: Elven, Common</p><p></p><p><strong> High Culture (Typically)</strong></p><p>Intelligence and Charisma minimum 13</p><p>Dexterity minimum 11</p><p>Feat:</p><p>• Magic Resistance</p><p>Major Trait:</p><p>• Wizard Cantrip</p><p>• Comeliness (Persuasion advantage when in sight)</p><p>• Fey Teleport (Misty Step per rest)</p><p>• Dweomer (Detect Magic at will)</p><p>Minor Trait:</p><p>• Trance</p><p>• Enchantment Resistance</p><p>• Skill: Arcana, Persuasion, History, Performance</p><p>• Combat Proficiency: Chain Armor, Elf Magic (self as spellcasting focus)</p><p>• Tool Proficiency: Smith, Weaver, Calligrapher, Musician</p><p>• Language: Elven, Sylvan, Common</p><p></p><p><strong>Grugach Culture (Typically)</strong></p><p>Strength minimum 15</p><p>Dexterity minimum 13</p><p>Major Trait:</p><p>• Darkvision 60</p><p>• Pounce (Athletics and Acrobatics advantage in no or light armor)</p><p>• Druid Cantrip</p><p>Minor Trait:</p><p>• Trance</p><p>• Enchantment Resistance</p><p>• Skill: Athletics with Acrobatics, Stealth, Nature, Animal Handling, Survival</p><p>• Combat Proficiency: Spear</p><p>• Tool Proficiency: Poisoner, Trapper (Pit, Snare)</p><p>• Language: Sylvan, Beast Telepathy</p><p></p><p>And so on. Something like that.</p><p></p><p>Players can pick and choose whichever traits they want, regardless of whether it is typical or atypical. But the fuller descriptions of the diverse Elf cultures give a narrative context for what these choices of traits imply.</p><p></p><p>A DM can easily customize their own Elf culture for their setting.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7729272, member: 58172"] It would be even better to stat the Elf as: +2 Any Score Choice of 5 Major Elf Traits 1 Default Language (Major Trait ≈ ½Feat = +1 to Any Other Ability Score) (2 Major Traits = 1 Elf Feat = +2 Any Other Ability Score) (1 Major Trait = 2 Minor Traits) (Choosing a Handicap gains 1 Minor Trait) Meanwhile have a list of typical Elf cultures. [B]Drow Culture (Typically)[/B] Dexterity minimum 15 Intelligence, Wisdom, and Charisma minimum 11 Feat: • Superior Darkvision 120 • Magic Resistance Major Trait: • Faerie Fire (per long rest) and Darkness (per long rest) • Dancing Lights Cantrip • Dispel Magic (per long rest) • Dweomer (Detect Magic at will) • Levitation (per rest) Minor Trait: • Skill: Arcana, Stealth, Perception, Intimidation (credible threat: magic, sneak attack) • Combat Proficiency: Handbow, Finesse Sword, Chain Armor • Tool Proficiency: Poisoner • Language: Drow, Elven, Undercommon, Common, Abyssal Handicap: Sunlight Sensitivity (Perception and attack disadvantage when in bright light) [B]Wood Culture (Typically)[/B] Dexterity and Wisdom minimum 13 Major Trait: • Speed +5 • Elven Accuracy (reroll d20 when Dexterity attack has advantage; or Wis, Int, or Cha) • Darkvision 60 • Longstrider (per long rest) and Pass Without Trace (per long rest) • Druid Cantrip • Twilight (Perception advantage in dim light) Minor Trait: • Mask of Wild (Hide in dim light in natural terrain) • Trance (cannot be put to sleep, per 24 hours treat 4 hours light activity as long rest) • Enchantment Resistance • Skill: Perception, Stealth, Nature • Combat Proficiency: Longbow • Tool Proficiency: Herbalist, Woodcarver, Musician, Leatherworker • Language: Elven, Common [B] High Culture (Typically)[/B] Intelligence and Charisma minimum 13 Dexterity minimum 11 Feat: • Magic Resistance Major Trait: • Wizard Cantrip • Comeliness (Persuasion advantage when in sight) • Fey Teleport (Misty Step per rest) • Dweomer (Detect Magic at will) Minor Trait: • Trance • Enchantment Resistance • Skill: Arcana, Persuasion, History, Performance • Combat Proficiency: Chain Armor, Elf Magic (self as spellcasting focus) • Tool Proficiency: Smith, Weaver, Calligrapher, Musician • Language: Elven, Sylvan, Common [B]Grugach Culture (Typically)[/B] Strength minimum 15 Dexterity minimum 13 Major Trait: • Darkvision 60 • Pounce (Athletics and Acrobatics advantage in no or light armor) • Druid Cantrip Minor Trait: • Trance • Enchantment Resistance • Skill: Athletics with Acrobatics, Stealth, Nature, Animal Handling, Survival • Combat Proficiency: Spear • Tool Proficiency: Poisoner, Trapper (Pit, Snare) • Language: Sylvan, Beast Telepathy And so on. Something like that. Players can pick and choose whichever traits they want, regardless of whether it is typical or atypical. But the fuller descriptions of the diverse Elf cultures give a narrative context for what these choices of traits imply. A DM can easily customize their own Elf culture for their setting. [/QUOTE]
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