Homebrew Elfling Species Details

Created by the god Corellon, the first elves could change their forms at will, a gift of fey grace and magical potential. This ability was lost when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp his dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, though the power of their lost shape-shifting remained gone forever.

Some elves, however, encountered fiendish influences while exploring other planes. Those who mingled with devils, demons, or other fiends carried this infernal blood back to the Material Plane, creating the first Elflings. These hybrids inherited both the elegance and longevity of elves and the raw power of fiendish lineage, marked by traits such as horns, tails, unusual eyes, or subtle magical auras.

Elflings often feel torn between worlds. Their fey heritage draws them toward the Feywild and the mysteries of the Material Plane, while their infernal blood grants them access to powers that tempt or terrify mortal and immortal alike. Unlike full-blooded tieflings, Elflings do not carry an automatic moral bent; they can be virtuous, cunning, chaotic, or calm, guided by choice rather than destiny.

Physical Traits

Elflings retain many elven features: pointed ears, graceful builds, and smooth skin. They do not grow facial or body hair and live for several centuries. Like elves, they do not sleep, instead entering trancelike meditation when resting. Their infernal heritage adds subtle—or sometimes striking—features: small horns, tails, tusks, spines, glowing eyes, or unusual skin tones, depending on their legacy.

Elfling Legacies

An Elfling’s infernal heritage manifests as a Fiendish Legacy, which influences both abilities and appearance:

  • Abyssal. The chaos of the Abyss flows through you. You may have sharp teeth, small horns, or fur, and a faint aura of unpredictability or corruption.

  • Chthonic. Shadows and gloom infuse your blood. Pale skin, cadaverous beauty, or otherworldly features common to yugoloths, night hags, or succubi may appear.

  • Infernal. Fire and war from the Nine Hells burn in your veins. Horns, spines, tails, golden or red eyes, and the faint scent of smoke or sulfur are common.

Cultural and Magical Heritage

Elflings carry both fey and infernal magic. Their elven lineage can connect them to High, Wood, or Drow ancestry:

  • High Elflings may display the elegance of sun or moon elves and subtle arcane talent.

  • Wood Elflings are attuned to nature and primal forces, their magic often tied to forests or wild lands.

  • Drow Elflings may bear some of the shadowed power of the Underdark, though tempered by fey influence.

Despite the hybrid nature of their lineage, Elflings often seek knowledge and exploration, driven by both elven curiosity and infernal ambition. They are natural adventurers, spellcasters, and diplomats, capable of navigating mortal and immortal societies with grace, cunning, or intimidation.

Elfling Traits

Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species
Speed: 30 feet

As a Elfling, you have the following special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Fiendish Legacy

You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.

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 select the legacy).

Fiendish Legacies
Legacy Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage. You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Elven Lineage

You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

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 select the lineage).

Elven Lineages
Lineage Level 1 Level 3 Level 5
Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step
Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace

Elven Lineage Spells

When you choose your Elven Lineage, and at character levels 3 and 5, you learn a 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 select the lineage).

Otherworldly Presence

You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.

Fey Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.

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.

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