Homebrew Sandalver Species Details
Millenia Ago, Therenor’s elves, confined to the canopies of the Titan trees in the north, were eager to expand their reach to new regions of the world. Multiple expeditions were sent across the realm in search of hospitable land, although most areas surveyed were either pre-occupied or fatal for the explorers. One group, tasked with scaling the mountains of the East, found themselves unprepared for the scorching desert located on the other side. With the expedition quickly losing the strength to return through the mountains, they reached out to their home and requested aid; only to be denied, and left to die. Not willing to give up, the group pushed deeper into the desert, hoping to find some form of civilization among the dunes. Battered and broken, the elves eventually located Ilderheim, where they were quickly welcomed and tended to by the benevolent fire giants. Now known as the Sandalver, these desert dwelling elves spend their days in deep meditation, before awaking at night and defending the Giant City of Ilderheim.
Creating Your Character
If you create a Sandalver character, follow these additional rules during character creation.
As a Sandalver you have these special traits.Ability Score Increases
When determining your character’s ability scores, your Dexterity Score increases by 2, and your Wisdom Score increases by 1. Alternatively, you can 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.
Age
Like other Elves, you have an exceptionally long lifespan. You are considered to have entered adulthood by age 100 and can live up to 750 years.
Size
Your size is Medium (about 5–6 feet tall).
Darkvision
You have Darkvision with a range of 60 feet.
Sandalver Lineage
You come from a long line of desert-dwelling elves, and your bloodline grants you supernatural abilities. When you pick this race, you gain access to a level 1 spell.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you first make your character)
| Lineage | Level 1 | Level 3 | Level 5 |
|---|---|---|---|
| Sandalver | You have resistance to Fire Damage. You also know the Produce Flame cantrip. | Sand Surge | Gust of Wind |
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Desert Scavenger
Life in the desert has made you resourceful, squeezing value from a region which offers so little. After slaying a creature, you can spend 10 minutes scavenging the body for any useful materials. Depending on the materials, you can gain one of the following benefits during a short rest.
Armor. You harvest thickened hide, chitinous shells, rigid bone, or some other excess armor, affixing it to yourself or an ally. The target of this trait gains +1 AC.
A target can only gain the benefits of this bonus once, which ends after a long rest.
Venom. You harvest caustic venom, paralyzing poison, or some other toxin from a sac, gland, or other organ. You can apply these toxins to yours or an ally's weapon, causing their strikes to deal an additional 1d4 poison damage. A target hit with an envenomed weapon must succeed a DC 12 Constitution saving throw or become poisoned for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and rendering itself immune to being poisoned in this way for 24 hours.
More than one weapon can be envenomed with repeated uses of his trait, and all poisoned weapons lose their potency after a long rest
Medicine. You harvest sinewy strands for use as bandages, fluids with antiseptic properties, or sturdy bones for a makeshift splint. You heal yourself or an ally for an amount equal to your Constitution modifier.
Rations. You harvest the flesh, blood, and other edible bits, storing it for later consumption. You gain 1d4 days worth of rations.
Your DM determines what creatures can be scavenged by this trait, and what resources can be gathered, if any. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended charges on a long rest.
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
Your character knows at least three languages: Common, Elvish, and Giant. Knowledge of a language means your character can communicate in it, read it, and write it.
Previous Versions
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4/5/2025 1:57:37 PM
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