Homebrew Desert Elf Species Details

Born from a harsh, hot environment, the desert elf has adapted rather well to the blazing heat and bitter cold of the deserts. They are fleet of foot and naturally athletic, and visually are tall and long-limbed, with a wide array of skin colors, usually tanned and weathered from being under the sun and harsh sands, and an even wider array of colors for their full, long hair. They are self-reliant, and would rather live short, happy lives than long, sad ones, often making them younger and less aloof than their centuries-old kin as they take more risks under the promise of excitement or reward. As such, they are adventurers and individualists by nature, and trust their own feet above all else- a Desert Elf wouldn't be caught riding an animal unless gravely injured or sick, but they aren't opposed to using beasts of burden.

What fully sets them apart from their longer-lived kin is the unique way they can trance; after some meditation and warm-up, they can enter a trance-like state that allows them to hustle as easily as a human walks, and fully sprint about as easily as a human runs. By themselves, they can run for days on end, and this makes them excellent couriers, as they can be constantly on the move.

Desert Elf Traits

Desert Elves have a variety of abilities that suit them well to survive the harsh desert environment.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

Desert Elves typically reach maturity at the same rate of humans, and due to their different worldview from other elves, don't find adulthood from an enhanced worldview. They can live up to 750 years old, but their cavalier nature leaves them not often living past 100.

Size

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 35 feet. At 10th level, this increases to 40 feet.

Darkvision

Adjusted to the darkness of a desert at night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Born Runner

You have proficiency in the Athletics skill. Moreover, you have advantage on Constitution saving throws made to endure harsh temperatures and exhaustion effects.

Wild Talent

You know the Mage Hand cantrip, and the hand is invisible whenever you cast the spell with this trait. At 3rd level, you learn the Longstrider and can cast it once with this trait, regaining use of it after finishing a long rest. At 5th level, you learn the Blur, and can cast it once with this trait, regaining use of this feature at the end of a long rest. 

Trance/Elf Run

Desert Elves, while they can enter a 4 hour, meditative trance like their other kin to gain the effects of a long rest, after a short rest of warm up and stretching, they may enter another trance known as Kara el'Tur (Elvish for "Water over Stones), more commonly known as an "Elf run".

While in this state, you may travel a number of days equal to 1d4+your Proficiency bonus at a normal pace without needing to rest or stop, or half of the total number to move at a fast pace instead, without needing to stop to eat, drink, or sleep. If you take damage from any source, you must make a Constitution saving throw, as if you were Concentrating on a spell; on a failure, you leave your trance. During your run you may eat, drink, and perform other light activity that can be done while moving, but if you perform any action such as attacking or casting a spell, you will leave your trance. Whenever this trance ends, prematurely or otherwise, you take a level of exhaustion, and you must take a full day's rest before starting another Elf Run.

Languages

You can speak, read, and write Elvish and one other language of your choice. Desert elves are nomadic by nature with their tribes, but often learn the most common language in the area they frequent to make bartering easier.

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