Homebrew Elf - Dark Sun 3 Species Details
Athas' wilderness is home to the long-limbed elves, a race of traders, herders, and fast-moving raiders. Running is the key to acceptance and respect amongst them. Elves who are injured and cannot run are often left behind to die. Most rarely stay in one place for long, both physically and emotionally, and this is seen as a sign of strength in their people - an absolute freedom.
Elf culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf song and dance is captivating and seductive to non-elves. Elven war parties are greatly feared in the deserts, for they are a deadly force of endurance and maneuverability.
Others see elves as dishonest and lazy; generally, a fair assessment. Elves idle for days until compelled to exert themselves, but they can run for days without complaint. No self-respecting elf will ride an animal and it is a severe dishonor to do so. Custom dictates those who cannot keep up are left behind, and this includes the pregnant and the elderly. Elves prefer to live short, happy lives rather than long, boring ones. Unlike traditional settings, Athasian elves rarely live past 140 years. Seeing the future as a dark, deadly place, they prefer to live in the "here and now." They thrive in open spaces and tend to wither in captivity, making them poor choices on the slave block.
LONG AND LEAN
Elves are long-limbed sprinters who stand between 6 ½ and 7 ½ feet tall with slender yet muscular builds, averaging 175 pounds. They have deeply etched features with rugged skin as varied as the other races of Athas. They grow no facial hair but the locks atop their heads comes in from lightest blond to darkest black. They dress in garb designed to protect them from the elements.
TRUST IS FOR FOOLS
Elves keep to their own tribe - there is no racial unity - and the rare friend, unless there's an angle to be gained Strangers are potential enemies waiting to take advantage of an elf, so they look to get the advantage first. If a companion shows promise, the elf devises a series of "tests" of trust that allows them to prove their friendship is "stronger than the bonds of death," as elves say. Once gained, one is forever a friend, but if that trust is betrayed, it is gone forever. In the tribe, elves are all equals, except the Chief. The Chief is elected and rules for life, making all major decisions for the tribe, and elves are expected to tithe a choice piece of loot. Holding out suggests a lack of loyalty to the tribe. Your natural enemy are the thri kreen who view your people as a delicacy.
THE RUN
Those who cannot keep up die, and freedom in all matters is life. Most elves don't lie, cheat, or steal out of malice. They see an opportunity and the gullible can't keep up. In their culture, an elf is rewarded for being faster, both in wit and running. If you stop running, if you settle down, you wither.
HOME IS WHERE YOU RUN
Elves are nomads by nature, though they maintain semi permanent settlements in the wilderness. Their ability to cover vast distances makes them master raiders, and they consider anywhere their legs can take them as their territory to take from as they see fit. Elves may flippantly adventure for wanderlust, but those who persist often do so for a desire for profit, glory, revenge, or loyalty. They like to boast about their accomplishments, weaving these into song. Elves often take keepsakes from memorable raids and sew these into their cloaks. Elves are pleased by flaunting a stolen item before an owner. Elven custom dictates the victim congratulate the thief on his possession of such an attractive item (those who don't are poor sports).
Unlike most other races, elves have no issue with defiling magic and arcane practice.
Roleplaying an Elf
Rely on guerilla combat skills distance, maneuverability and speed. The elven philosophy is never to stand up in a fair fight, and running is prized, whether it be from an equal combat, an awkward situation, or a pregnant lover. When someone professes to be your friend, dismiss them at first then offer them a test of trust (don't tell them). Ask them to give you a prized possession or see if they take one of yours left out in a conspicuous place. Pretend to sleep and listen to what they say about you. Maybe allow yourself to be captured and see if this presumed friend will rescue you!
Elf - Dark Sun 3 Traits
As an Elf, you have these special traits.Darkvision
You have Darkvision with a range of 60 feet.
Athasian Elven Lineage
You are part of a lineage that grants you supernatural abilities at character level 1, 3, and 5. You can use these abilities once per day.
Level 1: Weather Sense. You can predict the weather at your location for the next 24 hours.
Level 3: Dune Runner. Your speed increases by 10 for one hour.
Level 5: Mask of the Wild. While you are in natural terrain, you and each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and leaves no tracks for one hour.
Elven Resilience
Elven Resilience. You are conditioned to the extreme weather of the wastelands and have advantage on all saves against extreme heat
or cold.
Keen Senses
You have proficiency in the Insight, Perception, or Survival skill.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
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