Homebrew Dark Elf Species Details

Dark Elves of Maladomini are the chosen people of the forge mother living in the dark gardens and golden spires of their holy citadel. They are the folk of creation and arts, music and poetry, their underground halls are filled with shimmering jewels and the tones of fine music rarely stop.

Dark Elf Traits

The dark elfes have been blessed by their godess milenia ago eversince allowing then fine manipulation of the weave to create powerful flames and golden protections.

Ability Score Increase

Your Dexterity score increases by 2.

Age

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size

Elves range from under 6 to over 8 feet tall and have lithe but powerful builds. Your size is still Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in darkness and dim light within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.

Bright-light Sensitivity

You have disadvantage on attack rolls, Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in Bright Light.

Trance

Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating you enter a realm of shared memories with all of your ancestors.

After resting in this way, you gain the same benefit a human would from 8 hours of sleep and you can choose one skill, weapon or a tool in which to lose proficiency and choose a different one in which to gain proficiency.

Lastly you can not be put to sleep using magic.

Favour of the Forge Mother

You gain one of the abilities from the list below:

  • While you are under the effects of a 1st or higher level spell from the Abjuration school of magic you reduce any Bludgeoning, Slashing and Piercing damage by 1d4.
  • When you use magic to restore Hit Points to a creature it also gains 1d4 temporary HP. (this special temporary HP stacks with other sources of Temporary HP but not itself)
  • Once per a turn when you use magic to deal fire damage, you can choose one creature who took the damage and it takes an additional 1d4 fire damage.

Flaming Blood

You learn one of the spells from the list below and once per a day you can cast it without expanding a spell slot. You can use either Charisma, Wisdom or Intelligence as your spellcasting modifier for them.

  • Cure Wounds
  • Mage Armour
  • Burning Hands

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