Homebrew Blood Cursed High Elf Species Details

The forces of darkness couldn't have asked for a better servant than the cursed elves of Vilandril. This race is descended from the high elves of our world, but they split from the path of light long ago. Dragon's ruled over the land of Vilandril, and were revered as living gods. They offered their power to the high elves of the land in order to sow distrust among the races of men and mer, to prevent an uprising that risked to overthrow the world order they had maintained since time immemorial. The elves accepted and were elevated to the status of demigods in their society, for this covenant was not some empty gesture but a sincere offer to the high elves of the land for power. The dragon defiled the bloodline of the elves, granting them immense power and ancient magic. Their blood, corrupted by dragons, holds great power granting them the ability to become sorcerers at birth. This granted their race immense power, but they craved more. These elves asked themselves, "If the innate power of the sorcerer comes from their bloodline, and the power of a warlock is granted by their patron, then what's to stop us from pursing more?" and the elves made a pact with an eldritch horror long forgotten and pledged their bloodline to the beast for forbidden knowledge and more power. Every elf ever borne of this bloodline was pledged to this beast from birth, casting aside the afterlife in exchange for a vile compact. This gave the elves an edge over the other sorcerers and warlocks of this land, yet they still lusted for more. Using their status as demigods, they ordered the lesser races of Vilandril to build them a tower, to be used as a monument to the power of the high elves, and a place where their young could be trained from birth in all matters of the arcane. The Tower of Vilandril became a symbol of fear, an impenetrable fortress, and a new threat to the rule of dragons. The elves had become too powerful. They had mastered the path of the sorcerer, the warlock, and the wizard over generations and had achieved a level of arcane knowledge that rivaled the most powerful practitioners of magic in the world. By the time the dragons made their move again them, it was too late. The elves of Vilandril used the tower as a conduit for a ritual so power that it rivaled the might of the gods. The commoners were sacrificed in a colossal event that fed off the bloodshed and the anguish felt by every being in the land. This necrotic energy was blasted from the tower and struck the dragons from the sky in an instant. When all the dust had cleared, the only living beings in all of Vilandril were the elves and the dead began to rise. The elves had succeeded and achieved power over life and death. They commanded an army of the undead, bolstered by countless dragons. Furthermore, they subverted their oath to the eldritch horror they had pledged themselves too, gaining the ability to move their souls into younger versions of themselves and thereby avoiding the eternal servitude they had pledged to their master. They still hold dominion over the far off land of Vilandril to this day, ruling over the ashes of the conflict. In recent years they have sent off agents to the far corners of the world, seeking to gather more sacrifices for an even greater ritual, one they hope to use against the entire world.

Blood Cursed High Elf Traits

Your elf character has a variety of natural and unnatural abilities, the result of thousands of years of elven refinement and many dark rituals.

Warmonger

Your race has been preparing for war and has become proficient in the use of heavy armor and various weapons.

Draconic Corruption

As magic flows through your body, it causes physical traits of your draconic corruption to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Deceptive By Nature

Gain advantage on all throws.

Arcane Mastery

Your race has mastered the arcane arts. As a result, they have created 3 spells: Arcane Lance, Arcane Wrath, and Arcane Annihilation.

Infiltrator

Your kin prepared you well and taught you a variety of languages that you may encounter while exploring the far reaches of the world.

Truesight

Your ancestor's achieved truesight when they defeated the dragons so many years ago, and have put it to good use. As a being with truesight, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.

Dark Fortitude

All attribute scores are increased by 20.

You gain Undead Fortitude if you are turned undead by excessive use of your forbidden knowledge.

Undead Fortitude:
If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Deathless

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, but you are no typical elf. Your kinsmen have protected you with a powerful necromancy which created a backup of your physical form to act as a safeguard in the event of your death. Having been sent to the far flung corners of the world by your kinsmen for the advancement of your race, they are prepared to immediately return you to the land in which you were killed so that you may seek vengeance and continue your quest.

Alignment

Your ancestors left behind the gods long ago when the dragons conquered their lands, but you serve no gods, nor masters. Your race has betrayed the living dragon gods of their lands and subverted the pact made to the eldritch horror so long ago, and now they are free to serve themselves in the eternal search for greater power.

Size

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Forbidden Knowledge

Due to the dark pact your ancestors made generations ago, you have proficiency in multiple skills necessary for your success as an agent of darkness. You also gain access to a wide selection of spells.

These spells can be cast at will, do not count against your prepared spells, and do not consume spell slots. Whenever you cast a spell using Forbidden Knowledge you take necrotic damage from Necrotic Exchange based on the spell's level, you cannot heal yourself with a spell, and the hit points restored by healing spells from others and potions are reduced to half the effect's value rounded up until you take a long rest.

At the beginning of each use your Writs of Forbidden Knowledge Ability, you cannot cast more than that many combined spell level's worth of spells in a day using Forbidden Knowledge (cantrips count the same a first level spell). If you cast the maximum number of spells allowed by forbidden knowledge in a day then your body begins to decay. The decay begins from your spellcasting hand and slowly works its way up your arm and then begins to spread over that side of your face and upper body. Add a stack of decay to your character sheet. For every day you abstain from using forbidden knowledge subtract a stack of decay. At 3 stacks of decay you become undead. At 5 stacks of decay you die outright.

As an undead, you can only be healed by taking a long rest. Once you become undead, you can no longer reverse the effects of the decay by simply abstaining from forbidden knowledge. If you die while subject to this decay then your body will only be returned to normal by a spell that explicitly heals missing body parts or replaces your body such as true resurrection or clone.

You can also use the quickened spell (cast a spell as a bonus action, only a cantrip can be cast as your additional spell that round of combat) and twinned spell (a single target spell can be rolled again and directed against an additional target) metamagic as a result of your corrupted bloodline. Use of metamagic applies the same damage as a second level spell cast as forbidden knowledge and counts against your maximum casts of spells using forbidden knowledge accordingly.

Defiled Ancestry

As a result of your Fey Ancestry, you have advantage on saves against being charmed, and magic can’t put you to sleep. You gain additional resistances to necrotic, fire, and psychic damage as a result of your bloodline's defilement over the generations as well as immunity to exhaustion. 

Restless Trance

You don't need to sleep, but meditate semiconsciously for 2 hours a day. While meditating, you can dream after a fashion, but such dreams are generally interrupted by visions of the horrific things you and your ancestors did to achieve power. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep, but can awaken prematurely and without consequence if you need to reassert your will over undead servants.

Languages

You can speak, read, and write Common, Elvish, Draconic, and Deep Speech as a result of your heritage and the dark alliances formed by your ancestors.

Previous Versions

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