Homebrew Wood Elf (Bosmer) Species Details

The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but they typically call themselves Bosmer. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring, with 12 being considered an average number of children in the family. As a result, they outnumber all other Mer on Tamriel.

The best archers in all of Tamriel, the Bosmer snatch and release arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.

Wood Elf (Bosmer) Traits

+1 Wisdom, +1Dexterity, +1 to Wisdom or Dexterity, Resist Disease and Poison, Keen Senses, Mask of the Wild, Command Animal, Trance

Mask of the Wild

You can attempt to hide even when you are only lightly obscured by foliage, rain, falling snow, mist, and other natural phenomena

Keen Senses

You have proficiency in the Insight, Perception, or Survival skill.

Resist Disease and Poison

Halves all damage done by poison and Gains advantage on saving throws you make to avoid or end Diseases and the Poisoned condition

Command Animal

Once per long rest, you may speak a simple command to an animal you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if your command is directly harmful to it. And even if you don't use a command the animal will still assist you in combat or in any basic capacity where words aren't needed.

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

Ability Score Increase

+1 Wisdom, +1Dexterity, +1 to Wisdom or Dexterity

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