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[Homebrew] − Elf Ability Scores
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<blockquote data-quote="Yaarel" data-source="post: 7164360" data-attributes="member: 58172"><p><strong>ELF TRAITS</strong><em></em></p><p><em><span style="font-size: 10px">Elf cultures evolve by choice and magic. Your culture has magically modified you to exhibit extraordinary traits.</span></em></p><p></p><p><strong>Ability Score Increase</strong>. One ability score of your choice improves by 2, and one other ability score of your choice improves by 1.</p><p></p><p><strong>Size</strong>. Medium. Elves are about the same size as tall Humans, but vary between 5 and 7 feet.</p><p></p><p><strong>Speed</strong>. Your base walking speed is 30 feet.</p><p></p><p><strong>Age</strong>. Elves are immortal. From birth, they reach physical maturity at the same rate as Humans. Yet from then on, they remain eternally youthful adults, appearing as if approximately 20 years old. Unusual individuals can vary, some appearing younger or older. Elves consider 100 years to be the ceremonial age of adulthood, by which time most elves have advanced to Epic tier, beyond Level 20. On their 100th birthday, they undergo the rite of passage to choose their adult name.</p><p></p><p><strong>Alignment</strong>. Typically Good or Unaligned. The Elf is a spirit that emerges from the relationships among a specific group of Humans, often the members of a family. The Elf sometimes transfers from one Human group to an other Human group, who is somehow connected even if only tenuously. The Elf bonds with the Humans. When the relationships are Good between them, then the Elf is Good, angelic and compassionate. But if the relationships become Evil, then the Elf behaves as if Evil, beastly and cruel, mirroring to each one, each ones treatment of the others. The phenomenon is an aspect of the poetic justice of Fate. But it is amoral. The Elf often resents losing control − and desires the Humans to work in compassionate ways. But the Elf has to be the ‘bad guy’, and often entices the group to become even worse, until they destroy themselves if they are destroying others. When Humans in a toxic relationship reform and do better, the Elf rejoices and blesses them.</p><p></p><p><strong>Origin</strong>. You are a native of the Fey Plane.</p><p></p><p><strong>Elf Cultures</strong>. Elven communities tend to evolve diversely, radiating into different cultures. Members of the same culture tend to value the same traits, to magically modify their children to develop these traits, to optimize benefits around these traits, and to organize their social structure to further them. </p><p></p><p>An Elf from one of the following elven cultures typically exhibits one of the two abilities as a highest score, and at least one other listed trait.</p><p></p><p><strong><em>Forest Culture</em></strong>. Dexterity, Wisdom. Feyvision, Nightly Revelry, Elfshot, Vanish.</p><p><strong><em>Mithril <strong><em>Culture</em></strong></em></strong>. Dexterity, Intelligence. Innate Cantrip, Feyvision, Elfsword.</p><p><strong><em>Solar <strong><em>Culture</em></strong></em></strong>. Charisma, Intelligence. Elfshine, Innate Cantrip, Misty Step.</p><p></p><p>Also other Elf cultures are known. Check with your DM to see which Elf cultures exist in your campaign setting.</p><p></p><p></p><p></p><p><strong>ELF CULTURAL TRAITS</strong></p><p>Choose two of the following Elf cultural traits. Your DM may require you to choose from the options of a specific culture.</p><p></p><p><strong>Elfshot</strong>. You gain Elfshot as a bonus cantrip. </p><p>Cantrip enchantment, 1 action. </p><p><em>Range: 150 feet or as your longbow. Components: S and a longbow in your offhand. Duration: Instantaneous.</em></p><p>While holding a longbow in your offhand, your mainhand can pull out of thin air an invisible phantasmal arrow of psychic energy, and shoot it from your bow. You can use Dexterity or your spellcasting ability bonus for the attack. A magic bow, if any, applies its bonus to both attack and damage. The range of the shot is as that of your longbow. An Elfshot arrow that hits its target, inflicts a painful spasm, dealing 1d8 psychic damage. The struck target must succeed on a Charisma save, or be overwhelmed by the convulsion, lose its move on its next turn (but can still use its action to move), and lose any concentration. If an Elfshot reduces the target to 0 hit points, the target suffers a stroke, going unconscious during a severe seizure. If the target dies this way, the target instead becomes confused and paralyzed, indefinitely. On the ground near a target brought down this way, a stone arrowhead manifests. If a creature is capable of feeling pain, the Elfshot bypasses any resistance or immunity. If a creature is incapable of pain, the Elfshot has no effect.</p><p>With your action you can shoot two arrows when you reach Level 5, three arrows when you reach Level 11, and four arrows when you reach Level 17.</p><p></p><p><strong>Elfsword</strong>. You master the elegant sword fighting style of the Elf, a whirling blade in a gymnastic dance of death. You gain proficiency with the longsword, and can apply your Dexterity bonus to attack and damage, instead of Strength. Your body moves in perfect timing with the momentum of your sword swings. If your offhand is free to wield your sword with both hands, you can add both your Dexterity and Strength to damage, to your skill checks to jump, climb, balance, and tumble, and to your Dexterity saving throws. You gain proficiency in the Athletics and Acrobatics skills. You can use a longsword as your spellcasting focus, and a magic longsword grants its bonus as spellcasting focus.</p><p>Prerequisite. Both your Dexterity score and your Strength score must be at least 13.</p><p></p><p><strong>Feyvision</strong>. You are nocturnal and feel an impulse to cavort all night among forests and fields. You can see in dim light within 60 feet of you as if it is bright light, and in darkness as if it is dim light. You can see the auras of living plants. For you their colors shine dim light even within magic darkness, and within 60 feet of plants, you can see as if it is bright light. In total darkness, you can see as if there is dim bluish moonlight and shadows. In bright light − especially sunlight − everything appears bleached and garish and unpleasant. While in dim light or among living plants, you gain proficiency in the Perception skill. If you gain proficiency in Perception from an other source, you instead gain advantage to your Perception checks while in dim light or among plants.</p><p></p><p><strong>Innate Cantrip</strong>. You can gain a bonus cantrip of your choice, from any class, and can cast it without any component.</p><p></p><p><strong>Misty Step</strong>. You can use this trait to cast Misty Step once without any component, and can do so again after a short or long rest. You know the spell.</p><p>Level 2 teleportation, bonus action. </p><p>Range: self. Component: V. Duration: instantaneous.</p><p>Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.</p><p>Special: When you reach Level 11, you can use Misty Step to teleport through walls to a location that you cannot see, but it fails and is wasted if the space is occupied.</p><p></p><p><strong>Nightly Revelry</strong>. While the sun is down, your playful cavorting brings rejuvenation, healing, and energy. Revelry games can include almost any entertainment, such as dancing, enjoying music, songs, and poetry, magical cantrip contests, physical sports, romancing, hide-and-seek, table games, playing practical jokes on deserving targets, playing dress up, and almost anything that childlike enthusiasm can conceivably make a fun game out of. Even an hour of sleep can count as a game, in an especially delicious and cozy setting, such as in flowering soft grasses, or in cow dung. A Revelry persists for 4 hours. At the start of the Revelry, all dying persons included in your games stabilize. All participants physically change to become as if a youth of any age of about 20 years or less. Each participant chooses their own age. After 4 hours of play, all participants gain the same benefit that a Human does from 8 hours of sleep. Additionally, a Revelry can heal one participant of a disease or remove one of the following conditions: blinded, deafened, paralyzed, or poisoned. After the Revelry, all participants keep their new youthful age, and if they age, do so normally from now on. Occasional revelries can be a method of eternal youth for participants. To initiate a Revelry, you must come up with at least 3 fun things to do that seem plausible in your current environment and circumstance. Even combat can become a game, if it is witty or ridiculous or otherwise fun, but all benefits of the Revelry fail if any participant or target of a game is killed. If a Revelry fails, you cannot initiate a new Revelry until the next sundown. But you can attempt to sleep 8 hours as a Human does.</p><p></p><p></p><p>(Will add more cultural traits to choose from.)</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7164360, member: 58172"] [B]ELF TRAITS[/B][I] [SIZE=2]Elf cultures evolve by choice and magic. Your culture has magically modified you to exhibit extraordinary traits.[/SIZE][/I] [B]Ability Score Increase[/B]. One ability score of your choice improves by 2, and one other ability score of your choice improves by 1. [B]Size[/B]. Medium. Elves are about the same size as tall Humans, but vary between 5 and 7 feet. [B]Speed[/B]. Your base walking speed is 30 feet. [B]Age[/B]. Elves are immortal. From birth, they reach physical maturity at the same rate as Humans. Yet from then on, they remain eternally youthful adults, appearing as if approximately 20 years old. Unusual individuals can vary, some appearing younger or older. Elves consider 100 years to be the ceremonial age of adulthood, by which time most elves have advanced to Epic tier, beyond Level 20. On their 100th birthday, they undergo the rite of passage to choose their adult name. [B]Alignment[/B]. Typically Good or Unaligned. The Elf is a spirit that emerges from the relationships among a specific group of Humans, often the members of a family. The Elf sometimes transfers from one Human group to an other Human group, who is somehow connected even if only tenuously. The Elf bonds with the Humans. When the relationships are Good between them, then the Elf is Good, angelic and compassionate. But if the relationships become Evil, then the Elf behaves as if Evil, beastly and cruel, mirroring to each one, each ones treatment of the others. The phenomenon is an aspect of the poetic justice of Fate. But it is amoral. The Elf often resents losing control − and desires the Humans to work in compassionate ways. But the Elf has to be the ‘bad guy’, and often entices the group to become even worse, until they destroy themselves if they are destroying others. When Humans in a toxic relationship reform and do better, the Elf rejoices and blesses them. [B]Origin[/B]. You are a native of the Fey Plane. [B]Elf Cultures[/B]. Elven communities tend to evolve diversely, radiating into different cultures. Members of the same culture tend to value the same traits, to magically modify their children to develop these traits, to optimize benefits around these traits, and to organize their social structure to further them. An Elf from one of the following elven cultures typically exhibits one of the two abilities as a highest score, and at least one other listed trait. [B][I]Forest Culture[/I][/B]. Dexterity, Wisdom. Feyvision, Nightly Revelry, Elfshot, Vanish. [B][I]Mithril [B][I]Culture[/I][/B][/I][/B]. Dexterity, Intelligence. Innate Cantrip, Feyvision, Elfsword. [B][I]Solar [B][I]Culture[/I][/B][/I][/B]. Charisma, Intelligence. Elfshine, Innate Cantrip, Misty Step. Also other Elf cultures are known. Check with your DM to see which Elf cultures exist in your campaign setting. [B]ELF CULTURAL TRAITS[/B] Choose two of the following Elf cultural traits. Your DM may require you to choose from the options of a specific culture. [B]Elfshot[/B]. You gain Elfshot as a bonus cantrip. Cantrip enchantment, 1 action. [I]Range: 150 feet or as your longbow. Components: S and a longbow in your offhand. Duration: Instantaneous.[/I] While holding a longbow in your offhand, your mainhand can pull out of thin air an invisible phantasmal arrow of psychic energy, and shoot it from your bow. You can use Dexterity or your spellcasting ability bonus for the attack. A magic bow, if any, applies its bonus to both attack and damage. The range of the shot is as that of your longbow. An Elfshot arrow that hits its target, inflicts a painful spasm, dealing 1d8 psychic damage. The struck target must succeed on a Charisma save, or be overwhelmed by the convulsion, lose its move on its next turn (but can still use its action to move), and lose any concentration. If an Elfshot reduces the target to 0 hit points, the target suffers a stroke, going unconscious during a severe seizure. If the target dies this way, the target instead becomes confused and paralyzed, indefinitely. On the ground near a target brought down this way, a stone arrowhead manifests. If a creature is capable of feeling pain, the Elfshot bypasses any resistance or immunity. If a creature is incapable of pain, the Elfshot has no effect. With your action you can shoot two arrows when you reach Level 5, three arrows when you reach Level 11, and four arrows when you reach Level 17. [B]Elfsword[/B]. You master the elegant sword fighting style of the Elf, a whirling blade in a gymnastic dance of death. You gain proficiency with the longsword, and can apply your Dexterity bonus to attack and damage, instead of Strength. Your body moves in perfect timing with the momentum of your sword swings. If your offhand is free to wield your sword with both hands, you can add both your Dexterity and Strength to damage, to your skill checks to jump, climb, balance, and tumble, and to your Dexterity saving throws. You gain proficiency in the Athletics and Acrobatics skills. You can use a longsword as your spellcasting focus, and a magic longsword grants its bonus as spellcasting focus. Prerequisite. Both your Dexterity score and your Strength score must be at least 13. [B]Feyvision[/B]. You are nocturnal and feel an impulse to cavort all night among forests and fields. You can see in dim light within 60 feet of you as if it is bright light, and in darkness as if it is dim light. You can see the auras of living plants. For you their colors shine dim light even within magic darkness, and within 60 feet of plants, you can see as if it is bright light. In total darkness, you can see as if there is dim bluish moonlight and shadows. In bright light − especially sunlight − everything appears bleached and garish and unpleasant. While in dim light or among living plants, you gain proficiency in the Perception skill. If you gain proficiency in Perception from an other source, you instead gain advantage to your Perception checks while in dim light or among plants. [B]Innate Cantrip[/B]. You can gain a bonus cantrip of your choice, from any class, and can cast it without any component. [B]Misty Step[/B]. You can use this trait to cast Misty Step once without any component, and can do so again after a short or long rest. You know the spell. Level 2 teleportation, bonus action. Range: self. Component: V. Duration: instantaneous. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Special: When you reach Level 11, you can use Misty Step to teleport through walls to a location that you cannot see, but it fails and is wasted if the space is occupied. [B]Nightly Revelry[/B]. While the sun is down, your playful cavorting brings rejuvenation, healing, and energy. Revelry games can include almost any entertainment, such as dancing, enjoying music, songs, and poetry, magical cantrip contests, physical sports, romancing, hide-and-seek, table games, playing practical jokes on deserving targets, playing dress up, and almost anything that childlike enthusiasm can conceivably make a fun game out of. Even an hour of sleep can count as a game, in an especially delicious and cozy setting, such as in flowering soft grasses, or in cow dung. A Revelry persists for 4 hours. At the start of the Revelry, all dying persons included in your games stabilize. All participants physically change to become as if a youth of any age of about 20 years or less. Each participant chooses their own age. After 4 hours of play, all participants gain the same benefit that a Human does from 8 hours of sleep. Additionally, a Revelry can heal one participant of a disease or remove one of the following conditions: blinded, deafened, paralyzed, or poisoned. After the Revelry, all participants keep their new youthful age, and if they age, do so normally from now on. Occasional revelries can be a method of eternal youth for participants. To initiate a Revelry, you must come up with at least 3 fun things to do that seem plausible in your current environment and circumstance. Even combat can become a game, if it is witty or ridiculous or otherwise fun, but all benefits of the Revelry fail if any participant or target of a game is killed. If a Revelry fails, you cannot initiate a new Revelry until the next sundown. But you can attempt to sleep 8 hours as a Human does. (Will add more cultural traits to choose from.) [/QUOTE]
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