Homebrew Abyssal Elf Species Details
In the stygian depths of the Abyss, where malevolence weaves its dark tapestry, the Abyssal Elves emerge—a race both cursed and gifted by their twisted heritage. Their story is one of defiance, tragedy, and the cosmic struggle that binds them to their fallen father, Codricuhn, the Blood Storm.
Origins and the Veil of Chaos
Long before the mortal realms took shape, when the primordial chaos still churned, the Abyssal Elves came into being. Their genesis remains shrouded in whispers and half-truths. Some say they were celestial beings cast down for their hubris in joining forces with Codricuhn, while others believe they are the offspring of forbidden magic. Regardless, they are creatures of paradox—beautiful yet grotesque, infused with eldritch magic.
Their skin bears the iridescence of magical sunlight and midnight, and their eyes shimmer like fractured starlight. They are both alluring and terrifying, their very existence a testament to the Abyss’s capricious nature.
The Chaotic Inheritance
Abyssal Elves are conduits for the Abyss’s malevolence. Magic courses through their veins, granting them innate spellcasting enhancements. They manipulate magic, summon eldritch flames, and twist fate itself. But this power exacts a toll—their minds are haunted by whispers from the Abyss, urging them toward cruelty, madness, and destruction.
Most Abyssal Elves succumb to this dark influence. They revel in pain, sow discord, and delight in the suffering of others. Their cities rise from obsidian, chains, and bones, echoing with eerie laughter and blood rituals. Their father’s prison or forgotten deities receive their worship, hungry for mortal anguish.
The Rebellion of the Magi
Yet not all are content with malevolence. Among the Abyssal Elves, a faction known as the Order of the Magi seeks redemption. These elves yearn to free their father, Codricuhn, from his eternal prison—a body of writhing chains, shadows, and blood; climbing ever closer to the edge of the abyss.
Codricuhn, once a primordial that loved the mortal races, sacrificed himself eons ago to imprison the Seed of Evil—a source of power that threatened all existence or so the Abyssal Elves would tell you.... His fall into the Abyss bound him to its malevolence. Now, his children tread the same treacherous path, seeking to ascend the Abyss’s layers. Their goal: to reach the pinnacle where the Abyss touches the material plane and gather all of creation to defeat or release their father before the apocalypse destroys all.
The Desperate Ascent
The path is perilous. The Abyssal Elves face physical dangers and the relentless pull of their chaotic instincts. Some lose themselves, consumed by the Abyss’s hunger. Others form unlikely alliances with outsiders—adventurers, warlocks, and rival races—to aid their cause.
Codricuhn’s prison is both their salvation and their curse. His body, the Ever-Moving Coagulus, inches ever closer to the Abyss’s zenith. If it reaches the top, creation itself will unravel. Yet, Codricuhn’s mind remains intact—a tortured consciousness within the tempest of shadows.
The Fate of All Creation
And so, the Abyssal Elves navigate their existence—a tightrope between salvation and damnation. Their rebellion could alter reality. If they succeed, Codricuhn’s release may save creation—but at what cost? Will they remain true to their purpose, or will they succumb to the abyssal maelstrom?
Only time will tell. For now, they fight, hope, and fear—an echo of their celestial heritage in the heart of darkness.
Abyssal Elvish Names
Abyssal Elves are considered children until they declare themselves adults, some time after the one-hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew them as a youngster might continue to use the child name. Abyssal Elves focus their names around colors or colored themes, like blood. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. In addition, every Abyssal elf bears a family name, typically a combination of colors and themes.
Child Names: Chroma, Hemoglow, Thorn, Nihilo, Sapphire, Crimson, Obsidian, Lilith, Voidshade, Azure, Crimsona, Nyx, Umbral, Vermeil, Lazuline, Ebon, Chloris, Sangria, Zephyr, Cerulean, Vesper, Carmine, Abyssus, Iridian, Sable, Viridian, Helianthus, Inkwell, Opaline.
Adult Names: Albedo, Rubedo, Niredo, Vivido, Ebonweave, Verdant, Aurelia, Tyrian, Chiaroscuro, Chromalith, Rubicon, Nirethra, Vivara, Albedria, Tyrisol, Verdigris, Aureon, Chiaran, Ebonara, Lilithar, Thornweave, Nihilis, Hemoglen, Voidara.
Family Names: Bloodrain, Blackvoid, Crystalight, Endlessvoid, Moonshadow, Crimsonthorn, Stardust, Nyxblade, Eternalvoid, Moonshroud, Stardancer, Eternalshade, Crystalbane, Endlesswhisper, Vermeilheart, Abyssalstrand.
Abyssal Elf Traits
As an Abyssal Elf, you have these special traits.Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20. Ignore this feature for a 2024 character.
Creature Type
You are a Humanoid. Alternatively male or female, both or neither. Elves change their sex any time they take a long rest. You aren’t confined to binary notions of gender. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Abyssal elf typically claims adulthood and an adult name around the age of 500 and can live to be over 25,000 years old.
Alignment
Abyssal Elves, like Elves, love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and Abyssal Elves are neutral or evil more often than not.
Size
You are Medium. Abyssal Elves range from under 6 to over 7 feet tall and have medium builds.
Speed
Your speed is 30 feet.
Void Rift
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This appears like tarring or ripping a hole in space.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you body is covered in void energy from the hole in space.
Darkvision
You have Darkvision with a range of 60 feet.
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses
You have proficiency in the Insight, Perception, or Survival skill.
Necrotic Resistance
You have resistance to necrotic damage.
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.
Languages
You can speak, read, and write Common, Elvish, and Abyssal. You may exchange Elvish or Abyssal with one language of your choice.
Children of Codricuhn
The Children of Codricuhn inhabit the oceans surrounding Codricuhn’s central core, a sea composed of his own blood and tears, as well as those of any creature that dares to enter. Once Abyssal Elves, they have evolved into a demonic oceanic race. Their species’ primary goal is to research and ultimately liberate Codricuhn from his chains and the Seed of Evil.
As a Child of Codricuhn replace Void Rift, Darkvision, Fey Ancestry, Keen Senses, Necrotic Resistance, and Trance with these special traits.
Abyssal Dispassion
You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws.
Timeless
You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Children of Codricuhn
By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
Prisma
The Prisma Elves have fully embraced the abyss, forsaking their Fey ancestry. They have evolved into a new race composed of void energy, now possessing the ability to sleep and dream, as well as magically weave the damage types of magic and attacks. They have also gained Magical Darkvision. Some still have Elf features, but most have developed demonic features.
As an Prisma Elf, replace Void Rift, Darkvision, Fey Ancestry, Keen Senses, Necrotic Resistance, and Trance with these special traits.
Magical Darkvision
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
As the Prisma subrace, you can see up to 120 feet in magical and nonmagical.
Timeless
You are proficient in two skills or tools of your choice Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Awakened
When you attack with any damage type, you can temporarily replace the damage type with one associated with your subrace. You can choose a new subrace during a long rest once per year. Your hair or hair’s highlights, and body highlights changes to the subrace’s color palette.
Subraces
|
Subrace |
Colors |
Damage Type |
|
Blood Elves |
Reds, Pinks, and Oranges |
Bludgeoning, Piercing, Slashing, and Fire |
|
Thorn Elves |
Greens, Browns, and Bright Colors |
Acid, Poison, Necrotic, Slashing |
|
Aether Elves |
Blues and Teals |
Cold, Fire, Lighting, Psychic |
|
Void Elves |
Blacks, Purples, and White Highlights |
Acid, Necrotic, Force, Piercing |
|
Forsaken Elves |
Whites. Golds. and Black Highlights |
Radiant, Lighting, Thunder, Bludgeoning |
|
Prisma Elves |
Any mixture of colors & rainbows |
All damage types (Requires level 17 or Awakened Spellbook from Wizard's Order of Scribes) |
Order of the Scribes is reskinned to Order of the Magi and is a primary subclass of the Order. Magi use puzzle orbs or cubes of magic in place of their spellbook. Other classes and subclases can change into a Prisma Elf at level 17.
- Rulers, leaders, & heroes prefer Prisma.
- Artificers & Bards prefer Prisma, Aether, or Thorn.
- Rogues & Trickery/Whisper Bards prefer Void or Blood.
- Barbarians, Fighters, War Clerics, Sword/Valor Bards, & Blood magic users prefer Blood.
- Clerics, Paladins, Celestial Warlocks, Divine Souls, Holy magic users prefer Forsaken.
- Druids, Rangers, Monks, Archfey Warlocks prefer Thorn.
- Warlocks, Echo Knights, Purple Dragon Knights, Shadow Monks, Oakbreaker Paladins, Gloom Stalkers, Shadow/Undead Magic users, & Grave/Twilight Clerics prefer Void.
- Wizards, Sorcerers, Eldritch Knights, Arcane Trickster Rogues, & Arcana/Knowledge Clerics prefer Aether
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