Homebrew Celestial Elf (Genetically Altered) Race Species Details
A divine lineage corrupted by experimentation, these elves bear the marks of celestial grace intertwined with unnatural tampering.
Celestial Elf (Genetically Altered) Race Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.Ability Score Increase
- +2 Charisma, +1 Intelligence or Wisdom (Choose one)
- Your altered physiology has gifted you with an unnatural presence and insight beyond mortal comprehension.
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Age
- Standard Lifespan: 750 to 1200 years
- Genetic Variance: Some may experience rapid aging (dying as early as 300 years), while others have an extended lifespan surpassing 1,500 years.
- Regenerative Anomalies: Those with the Celestial Regeneration trait may heal at an accelerated rate, potentially delaying aging effects.
- Aberrant Mutations: Some suffer from genetic instability, leading to a shorter lifespan or requiring magical intervention to prevent bodily degradation over time.
Size
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Genetic Augmentations (Experimental Adaptations)
Due to forced genetic modifications, you have undergone unpredictable changes. Choose two of the following traits to represent the genetic enhancements (or mutations) you retained:
- Silent Mind – You cannot speak verbally, but you have Telepathic Communication up to 60 feet with one or more creatures simultaneously.
- Aberrant Perception – You can see into the Ethereal Plane and have darkvision out to 120 feet.
- Void-Touched Flesh – You gain resistance to psychic damage and advantage on saving throws against mind-affecting effects (charm, fear, possession).
- Celestial Regeneration – As an action, you can expend one Hit Die to heal yourself without needing a short rest. This increases to two Hit Dice at level 10.
- Arcane Residue – You can cast Detect Magic and Disguise Self once per long rest without using a spell slot.
- Psionic Surge – You can force a creature within 30 feet to make an Intelligence saving throw (DC = 8 + proficiency + Charisma modifier) or take 1d8 psychic damage and be stunned until the end of your next turn. Usable once per short or long rest.
Keen Senses
You have proficiency in the Perception skill.
Experimental Instability (Mutation Flaws)
Choose one of the following drawbacks:
- Abyssal Whispers – You hear faint, incomprehensible voices from beyond. You have disadvantage on Insight checks when dealing with deception.
- Burned Nerves – Your pain tolerance is higher, but your reflexes are dulled. Disadvantage on Dexterity saving throws.
- Weakened Form – Your body is fragile due to experimental tampering. Disadvantage on Constitution saving throws against exhaustion.
- Maddening Presence – Your aura unnerves those around you. When interacting with non-hostile creatures, you automatically fail Persuasion checks unless using telepathy.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages
You can speak, read, and write Celestial, Elvish, Abyssal, Sylvan, Deep Speech. If you choose Silent Mind, you do not have the ability to physically speak but can still understand spoken language.
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