Homebrew Dunmer (Dark Elf) Species Details
Dark Elves, also known as Dunmer or Ash-Elves, are the ash-skinned, red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. Dark Elves and their national identity, however, embrace these various connotations with enthusiasm. Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skill with a balanced integration of the sword, the bow and elemental magic. Dark Elves live two to three times as long as humans; with a 200-year-old Dark Elf being old and a 300-year-old Dark Elf being very, very old. However, it can be noted that they have the capacity to be centuries old with the high-ranking Telvanni wizards as an example. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races. Their arrogance is often said to be rivaled only by that of the Aldmeri, or High Elves.
Dark Elves distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dark Elves' vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind are known to be considerably less friendly than those who grew up in the Imperial tradition.
First Era (~3500 Years Pre-Campaign)
The Dunmer were born from the ashes of the Battle of Red Mountain. The infamous confrontation led to the death of an ancient and respected war leader known as Lord Indoril Nerevar, the destruction of the Sixth House, the disappearance of the entire Dwemer race then present on Nirn, and the ascension into godhood of three of Nerevar's councilors and closest friends, culminating in a curse from Azura (the Goddess of Dusk and Dawn and the patron of Nerevar) that transformed the Dunmer into their present appearance.
End of Second Era/Third Era (~470 Years Pre-Campaign)
After the Tribunal's power began to mysteriously wane, they had to devote their full attention elsewhere, allowing for the Treaty of the Armistice with Tiber Septim's Third Empire that made Morrowind an autonomous province. Many Dunmer were shocked and angered by the signing of the Armistice, which they viewed as a betrayal on behalf of the Tribunal.
The Armistice
Morrowind's military power was severely limited by the Armistice. Tiber Septim demanded that the Tribunal turn over the Numidium to the Empire, and to allow the Imperial Legion a sizable presence in the province. In exchange, Morrowind was permitted to keep its autonomy, maintaining the power of the Tribunal Temple and the Great Houses, while being supervised by Imperial representatives in the capital, Mournhold. Morrowind was to be governed under Imperial Law, with exceptions being made for Great House Law. Local House guards were permissible, and the Empire generally tried to stay out of Tribunal affairs. The province was to be ruled by a figurehead King, who was chosen directly by the Emperor. Additionally, and perhaps most importantly in the minds of Dunmer elites, the practice of slavery (and persecution of abolitionists) in Morrowind was protected by the Empire. Dunmer religious practices were similarly protected.
Following the Armistice, the island of Vvardenfell became a Temple preserve with some small settlements maintained by the Great Houses as well as scattered Ashlander tribes.
Dunmer/Dark Elf Traits
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
Dunmer (Dark Elf) Traits
As a Dark Elf, you have these special traits:Summon Ancestral Guardian
Dunmer possess the power to summon the ghost of an ancestor to defend the caster during combat. It can attack with Ghostly Touch and cast a Snowball spell. This power can be used once per day. Must roll a 12 or higher to successfully cast (INT). This spell is available to all Dunmer at level 1.
Ancestral Guardian Stats
+1 Initiative
20 ft Walking Speed
20 HP Starting (Its HP increases by 8 with each level the caster gains after level 3. Ex; Caster is level 4 so the guardian's HP is 28. Level 5 caster = 36 HP for the guardian etc.)
Strength: 7 (-2) Dexterity: 13 (+1) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 17 (+3)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 40 ft., Passive Perception 11
Languages: Can comprehend all languages but incapable of speaking. It only emits a quiet and sometimes exasperated groan whenever spoken to. (Exasperation increases if summoned frivolously or summoned by a caster younger than 50 years old.)
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions (One per turn)
Ghostly Touch. Melee Attack: +5 to hit, reach 5 ft., one target. (4d6 + 3) necrotic damage.
Snowball. Ranged Attack: +5 to hit, range 50 ft., one target. (4d6 + 3) cold damage. On a hit, the target's speed is reduced by 10 ft. until the start of the guardian's next turn. The spell's damage increases by 1d8 when the caster reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).
If the Ancestral Guardian is not defeated during an encounter, it will disappear once combat is over. If summoned outside of combat, it will disappear by dawn or dusk.
Fire Resistance
Any fire-based damage you receive is halved.
Previous Versions
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2/17/2025 2:07:51 AM
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