Homebrew Alfar Species Details
Álfar – The Primordial Guardians
There are beings who existed before human memory could record them—spirits who once walked among mortals as guides, protectors, or omens. The Álfar are among them, ancient entities woven into the very fabric of reality. They are not merely creatures of light or shadow but manifestations of primordial forces shaping the cycle of existence. Once revered, feared, or respected as bearers of wisdom and power, their presence has faded over time, now lingering as whispers among the trees and fleeting silhouettes beyond the veil of sight.
Álfar do not age as other living beings do. Time does not erode them, but it does change them. Some remain bound to their ancient duties, while others have withdrawn into the forgotten corners of the world, silently watching as civilizations rise and fall. Yet, when fate demands it—when the balance between life and death wavers—the Álfar emerge once more, carrying with them echoes of an age when spirits and mortals walked the same path.
Primordial Elves Traits
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
Age: They do not age physically but can be destroyed by effects that target the soul (e.g., Dissolution of the Spirit).
Alignment: Neutral, with tendencies toward Good (Ljósálfar) or Evil (Dökkálfar).
Darkvision
You have Darkvision with a range of 120 feet.
Ancient Heritage
Advantage on saving throws against charme.
Immunity to charme spells of level ≤ 3 (1/short rest, regains use after a long rest).
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.
Dökkálfar
While some Álfar embody light and growth, the Dökkálfar walk the thin boundary between the end and a new beginning. They are not evil in the simplest sense but rather the keepers of mortality. Where flames die and ashes settle, where the wind carries the whispers of those who no longer have a voice, there the Dökkálfar dwell.
Ancient tales describe them as silent spirits, whose shadows never fully detach from their bodies and whose gaze seems to pierce beyond the veil of life itself. Mortals often fear them, for their arrival foretells misfortune, plague, or events beyond reversal. Yet their purpose is not destruction for its own sake—it is to ensure that nothing escapes the natural order. When something or someone dares to defy the course of fate, when death is denied where it should reign, the Dökkálfar emerge from the darkness to restore balance.
What mortals call "the end" is, to them, merely another phase in an eternal process. There is no cruelty in their actions, only the unwavering certainty that all things must change—and it is their duty to ensure that no one escapes this fundamental truth.
Children of Shadow
Necrotic Resistance: Resistance to necrotic damage.
Twilight Touch
Add 1d4 necrotic damage (1d6 at level 10, 1d8 at level 20) to an attack/spell. Usable proficiency/long rest.
Death Bringer
- Level 1: Chill Touch (cantrip, Wisdom modifier).
- Level 3: Ray of Sickness 1/day (or with slots).
- Level 5: Vampiric Touch 1/day (or with slots).
- Level 10: Reincarnate 1/month (requires a 500 gp black gem, consumed).
Ljósálfar
Where sunlight filters through the leaves of a forgotten forest or where the first rays of dawn disperse the night’s darkness, the Ljósálfar are present. They are not beings of mere flesh but embodiments of life itself, bearers of healing and hope. Their presence is felt in places where nature renews itself, in hidden sanctuaries that still remember the age when the world was young.
Legends speak of radiant figures, whose skin shimmers like morning dew and whose eyes reflect the vastness of the sky. When a Ljósálfar appears, the ground beneath them flourishes, pain fades, and wounds close. Yet their benevolence is neither infinite nor given freely—they are the guardians of balance, not mere instruments of salvation. When the world strays too far into destruction and ruin, the Ljósálfar intervene—not only to heal but to remind all that for life to thrive, there must be harmony and justice.
Children of Light
Radiant Resistance: Resistance to radiant damage.
Vitalizing Aura
When an ally regains hit points, add 1d4 (1d6 at level 10, 1d8 at level 20). Usable proficiency/long rest.
Life Bringer
- Level 1: Guidance (cantrip, Wisdom modifier).
- Level 3: Cure Wounds 1/day (or with slots).
- Level 5: Beacon Of Hope 1/day (or with slots).
- Level 10: Resurrection 1/month (requires a 300 gp diamond, consumed).
Comments