Homebrew Elvendine Species Details
Elvindine (pronounced elvendeen) it's not simply one thing, it is an effect caused by many things, by many gods, but all grouped under one name.. It is impossible to be born an Elvindine. It is granted. All Elvindine were once half elves, they achieved a greater state beyond what the form of only half-magic could handle. Usually, it greatly shorten the lifespan of the half-elf, but in rare cases, a god takes pity on upon them and grants them a higher state of existence, beyond elves, beyond dwarfs, beyond humans, beyond all commonly known humanoids. They become an Elvindine. If you choose Elvindine at the beginning of your campaign. Play as a half elf until level 20 when you gain the extra features. The only difference is that you are a celestial and not a humanoid.
As an Elvendine, you have these special traits.Blessing of a god
Blessings [roll]2d6[/roll]
- Lawful: You can always tell when you or your party shouldn't be doing something if it's against to some sort of rule
- Neutral (Lawful/Chaotic): You cannot be charmed or frightened by those with the lawful neutral or chaotic neutral alignment, and they have disadvantage on intimidation and persuasion roles against you.
- Chaotic: You can swap your initiative with a willing ally within 5 feet
- Good: You learn the guidance cantrip, but instead of 1d4, the bonus is equivalent to your proficiency bonus.
- Neutral (Good/Evil): Except for those who view all as hostile to them, (monsters within an intelligence of three or lower) unless you attack a creature it does not view you as hostile.
- Evil: Whenever a creature within 30 feet of view drops to zero hit points, you gain temporary hit points equivalent to your proficiency bonus plus 1% of their hit points (round up)
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