Homebrew Caor Elves Species Details
Many years ago elves from the feywild began to experiment with chaos magic. Eventually the most dedicated among them would venture to the realm known as Limbo. Over time the elves within limbo began to be altered by limbo's chaotic energy. Those elves who were changed formed communities, and grew to call themselves Caor. Some Caor leave limbo, either intentionally or more commonly through the chaotic force of limbo, and walk the material plane as beings of chaos.
Caor elves dont often live as long as other elves (only about 500-700 years), and because of that are often looked at by other elves as lesser. Their bodies match the usual characteristics of other elves, particularly being tall and slender, however Caor elves often feature vibrant skin tones, brightly colored eyes, unusual birthmarks and even glowing hair. Because of the effects of Limbo, many Caor have features completely unique to them, such as 4 eyes, shark tooth shaped teeth, bird feet, or glowing horns. These changes do not mechanically effect your character but can appear as basically anything. Most of these elves live a chaotic lifestyle, never settling down in one place for long but some forgot that for a simpler way of living.
Caor Elves Traits
As a Caor elf player character, you have the following traits.Creature Type
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Limbo Surge
By calling upon your Caor lineage, you are able to produce a surge of chaos! You have Chaos Points equal to your Proficiency Bonus. You regain all expended points when you finish a Long Rest. You may expend a chaos point as a bonus action, and whenever you expend a Chaos Point, roll a d20 on your Limbo Surge table:
D20 Roll
1. Every creature within 30 feet turns bright blue until your next turn. Their clothing, equipment, and hair remain unchanged.
2. Until your next turn, every creature within 15 feet of you falls up to 10 feet upward instead of downward but do not receive fall damage as a result of this surge. Creatures that were already airborne are unaffected.
3. You shrink to 1 inch tall for until your next turn. Your equipment shrinks with you.
4. Until your next turn, every creature within 30 feet speaks using your voice.
5. A cloud appears above you and pours heavily on you and everything within 10 feet until the end of your next turn.
6. You become physically inverted until your next turn. You can still move normally, but everything you see appears upside-down.
7. The ground beneath you becomes bouncy until your next turn. Any creature that moves onto it is launched 5 feet into the air.
8. The nearest creature to you within 30 feet is surrounded by harmless illusory copies of itself until your next turn. You can't tell which is the original.
9. Tiny glowing stars orbit the heads of every creature within 30 feet for 30 seconds.
10. You disappear and reappear in an unoccupied space within 30 feet that you can see.
11. You float 5 feet off the ground until your next turn and can move horizontally through the air as though swimming.
12. Any object you are holding in your hands disappears until your next turn, then reappears exactly where it was.
13. Every noncreature object within 20 feet becomes rainbow colored until your next turn.
14. A translucent copy of you appears in your space and mimics your movements until your next turn. It can't interact with anything.
15. Until your next turn, every sound within 30 feet plays backward.
16. You can stretch one arm, leg, or other body part up to 15 feet for one tunr. It functions normally at that distance and reverts back to normal at the beginning of your next turn.
17. A strange door appears on the nearest solid surface within 30 feet. It opens onto the space immediately behind that surface and disappears after 6 seconds.
18. Choose up to five creatures within 30 feet. They experience the sensation of falling until your next turn, even though they remain exactly where they are.
19. You briefly disappear from existence and reappear in the same space 6 seconds later. To everyone else, you simply vanish and return.
20. Reality completely loses track of what it's doing. Roll three times on this table and apply all three effects simultaneously. If you roll another 20, roll again.
Limbo Vision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. However, the chaotic energies of Limbo distort what you perceive. When you enter darkness, or when you first look into an area of darkness on your turn, roll a d6:
D6 Roll:
- Everything appears in shades of gray until the start of your next turn.
- The darkness appears painfully bright; you have disadvantage on your next Wisdom (Perception) check relying on sight.
- Objects and creatures appear subtly distorted, but you can otherwise see normally.
- You see flickering copies of moving creatures until the start of your next turn.
- You see normally and gain advantage on your next Wisdom (Perception) check relying on sight.
- You see normally, and you can see through nonmagical darkness as though it weren't there until the start of your next turn.
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
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.
Unstable nature
Once per long rest if you fail a check you may choose to re roll it using a flat d20 roll (no plusses or minuses.) If the new roll is even then your check counts as a 20. If it is odd it counts as a 1.
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