Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Elves without racism [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yaarel" data-source="post: 9146461" data-attributes="member: 58172"><p><h2>ELF TRAITS</h2><p><strong>Creature Type:</strong> Fey Humanoid</p><p><strong>Size:</strong> Medium (about 5−6 feet tall)</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Lifespan.</strong> Elves reach adulthood at about age 20, same as Humans, but afterward remain eternally youthful. Due to other causes of death, Elves live 750 years on average. There are still alive today individuals who are many thousands of years old.</p><p></p><p><strong>Trance.</strong> You remain otherworldly, even if incarnating in a material body. You dont need sleep, and magic cant 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 remain conscious of your surroundings.</p><p></p><p><strong>Fey Ancestry.</strong> Many Fey develop Magic Resistance at higher levels. Among Elves, the trait first appears as Charm Resistance. You have Advantage on saving throws you make to avoid or end the Charmed Condition.</p><p></p><p><strong>Innate Spellcaster.</strong> You are a being of magic and can spellcast innately. At level 0, before you gain levels in a class, you exhibit a cantrip. At level 3, you figure out how to cast a slot-1 spell innately, and at level 5 a slot-2 spell. Your innate spells can be <em>Prestidigitation</em>, <em>Detect Magic</em>, and <em>Misty Step</em>, or different spells that are prominent in your elven culture, or you can choose your own spells from the appropriate slots of any spell list. When you gain a new level, you can change one innate spell to a different innate spell of the same slot.</p><p></p><p><strong>Mythal.</strong> You magically acquire traits that your elven community emanates. This communal magical effect is called a Mythal. Mythals can manifest wonders of the world, as well as alter the members of its community. The transformation is magical, but its resulting effect is instantaneous and nonmagical. A community might accumulate various Mythals, especially if ancient. Typically, parents determine your Mythal at your birth. If your parents come from different elven communities, you belong them. You can gain the Moon Mythal, or an other Mythal Feat that your elven community emanates. When you gain a new level, you can change your Mythal to a different one from your community. You can also gain additional Mythals by using the Feats you gain from your background and at higher levels. If your are an Elf who is a member of a nonelven community, you can choose a different Feat that you qualify for instead. The mutability of Mythal traits derives from the shapechanging fluidity of your primordial elven ancestors.</p><p></p><h3>MOON MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You haunt the night, bathing in its moonlight and reveling in its twilights.</p><p></p><p>You have Darkvision 60 feet. You gain the Advantage to Perception checks to detect any faint visual clues, sounds, and scents.</p><p></p><h3>ELVEN CULTURES</h3><p>[SPOILER]</p><p>In the Forgotten Realms setting, the High culture allows time for an Elf to decide who oneself is and what one wants to achieve during an eternal life. It considers Elves under 100 years old to be "youths", and those 100 years and older to be "elders". Typically, High Elves encourage youths to adventure to explore the many possibilities that life has to offer, and especially to discover new magics. Elders feel a duty to settle down to improve their community, but even they adventure to pursue a magic of importance. Some other elven cultures have communities that adopt these High customs.</p><p></p><p>Minimally, an elven community comprises ten elders. But an Elf-majority city often has many thousands of elders.</p><p></p><p>The following Elf traits tend to be prominent in certain elven cultures. A culture is diverse, comprising many communities, and each community includes alternate traits as well.</p><p></p><p><strong>Culture: Mythal − Common Innate Spells</strong></p><p>Aevendrow: Dark/Glamor − <em>Guidance, Charm, Suggestion</em></p><p>Astral: Celestial − <em>Sacred Flame, Healing Word, Misty Step</em></p><p>Eladrin: Fey/Glamor − <em>Frostbite/Sacred Flame, Charm, Misty Step</em></p><p>Grugach: Roam − <em>Druidcraft, Beast Bond, Invisibility</em></p><p>High: Moon/Sun − <em>Prestidigitation, Detect Magic, Misty Step</em></p><p>Lorendrow: Dark/Fey − <em>Druidcraft, Entangle, Darkness</em></p><p>Sea: Death (Cold) − <em>Resistance, Alter Self/Beast Bond, Enhance Ability</em></p><p>Shadar-kai: Death (Necrotic) − <em>Chill Touch, False Life, Misty Step</em></p><p>Tulani: Celestial/Sun − <em>Mage Hand, Shield, Phantasmal Force</em></p><p>Udadrow: Dark − <em>Dancing Lights, Faerie Fire, Darkness</em></p><p>Wood: Moon/Roam − <em>Druidcraft, Longstrider, Pass without Trace</em></p><p>[/SPOILER]</p><p></p><h2>ELVEN MYTHAL FEATS</h2><p>[SPOILER]</p><p>Elves are beings of magic. They wield magic innately. The most ancient change their shapes at will, and some younger Elves regain this capability. In the Feywild, the elven ancestors chose enduring humanlike forms for themselves and their descendants. These Fey forms change more subtly, by mood or circumstance.</p><p></p><p>When Fey Elves make a home elsewhere in the multiverse, their shapes can alter to adapt to the new environment they bond with. The transformations are magical, but the resulting forms are nonmagical and persistent.</p><p></p><p>A community of Elves together can weave a powerful magical effect called a Mythal. It is these Mythals that can transform an elven community to adapt to a new environment. Even the Nonelves who the Elves adopt into the community, can benefit from the magic of a Mythal.</p><p></p><p>Here are Elven Mythal Feats you can choose for your background Feat. If you are an Elf, your species traits include a choice of a Mythal Feat. If your parents come from different elven communities, you are a member of both. As an Elf, you can use your Mythal trait to gain a Mythal Feat from one of the communities, then use your background Feat to gain a Mythal Feat from the other community.</p><p></p><h3>CELESTIAL MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You are a being of a thought scape, such as the astral sea or the astral dominion of Arvandor.</p><p></p><p><strong>Telepath.</strong> You exhibit Telepathy 120 feet and have Resistance to the Psychic damage type.</p><p><strong>Communion.</strong> When you Trance, you experience glimpses of other lives. You gain a Proficiency of your choice of one skill, tool, or weapon. At the end of each Trance, you can choose a different Proficiency instead.</p><p></p><h3>DARK MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You inhabit a realm of sunless darkness, such as under a dense forest canopy or in the Underdark deep in the earth.</p><p></p><p><strong>Darksight.</strong> You can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet.</p><p></p><h3>DEATH MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p><strong>Repeatable.</strong> When you take this Feat again, you can choose any Damage Resistance instead of Breathless.</p><p></p><p>You adapt to an environment that is deadly to others.</p><p></p><p><strong>Breathless.</strong> You dont need to breathe.</p><p><strong>Damage Resistance.</strong> You have Resistance to your choice of the following damage types: Acid, Cold, Force, Necrotic, Radiant, or both Lightning-and-Thunder. Instead of Breathless and the above Resistance, you can have Poison Resistance or Fire Resistance.</p><p>You have Immunity to any environmental occurrence of your resisted damage type, such as the Cold of the arctic, the Fire of lava, or the ambient Necrotic of the Shadowfell.</p><p></p><h3>FATESPEAKER MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You navigate the timelines that form the tapestry of fate, pursuing the more successful threads and circumventing the disappointing ones.</p><p></p><p>You have a number of Luck Points equal to your Proficiency Bonus, and regain any spent when you finish a Long Rest. Immediately after a creature rolls a d20 for a d20 Test, you can spend 1 Luck Point to grant Advantage for it or inflict Disadvantage against it.</p><p></p><h3>FEY MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You are a being of the magical forces that comprise the Fey Plane.</p><p></p><p>You <em>Detect Magic</em> within 30 feet, at all times, without concentration. This sense is innate and nonmagical. You exhibit an Advantage to Arcana checks, and can use your casting ability for it instead of Intelligence.</p><p></p><h3>GLAMOR MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You are a member of a Fey court and present your image intuitively.</p><p></p><p><strong>Transfiguration.</strong> You can at will enhance the appearance of you and your equipment. For example, you can become opulent and stunningly beautiful when joyous − or ragged and emaciated when mourning. Hair and cosmetics can change, such as hair short and wellgroomed or long and disheveled. Voice can be sonorous melody or keening wail. You remain recognizably you.</p><p>The appearance of clothing and equipment can change dramatically in color and shape, and become new or worn. Nonmagical items can repair or break. But there is no change to function, and substances stay recognizable, such as gold or steel, or silk or linen. The transformations are magical but the resulting appearance is nonmagical and persistent.</p><p><strong>Impactful Presence.</strong> Your appearance attunes your observers. You exhibit an Advantage in Persuasion checks, and the targets of your Charm effects incur a Disadvantage to saves.</p><p></p><h3>MOON MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You haunt the night, bathing in its moonlight and reveling in its twilights.</p><p></p><p>You have Darkvision 60 feet. You gain the Advantage to Perception checks to detect any faint visual clues, sounds, and scents.</p><p></p><h3>ROAM MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You roam a rugged wilderness, such as the branches of a primeval forest or across a desert of shifting sands.</p><p></p><p>Your Speed increases to 35 feet, and you gain a Climb Speed. You have Advantage on d20 Tests to climb, balance, jump, and fall.</p><p></p><h3>SUN MYTHAL</h3><p><em>Level-0 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You inhabit a luminous elven city high above the clouds, or on an earthmote drifting across the sky, or in a supertower piercing the cloudlevels.</p><p></p><p><strong>Shine.</strong> Your body can magically radiate an aura of sunlight. As a bonus action to start, change, or end it, the 10-foot aura can be dim, or bright with an additional 10 feet of dim. The luminosity is diffuse and nonglaring. It affects creatures sensitive to natural sunlight. You can use your spell slots for Shine to suppress a magical darkness of the same slot level or lower, while your aura overlaps it.</p><p></p><p><strong>Skyey.</strong> You can Hover effortlessly, and cant fall even if Prone or Unconscious. You can use your Action to drift 10 feet in any direction.</p><p></p><p>Members of a Sun Mythal community often shapeshift by other means into birds to travel more quickly and to reach farther distances.</p><p></p><p>[/SPOILER]</p><p>[SPOILER]</p><p></p><h3>ELUSION MYTHAL</h3><p><em>Level-4 Feat</em></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You slip between the nothingness to evade the eldritch harm.</p><p></p><p>You have Advantage on all Dexterity saving throws versus magic. Magic Attacks against you are at Disadvantage.</p><p></p><p></p><h3>SKYBORNE MYTHAL</h3><p>Level-8 Feat</p><p></p><p><strong>Prerequisite:</strong> Member of an elven community</p><p></p><p>You are sky made manifest.</p><p></p><p>You gain Fly Speed.</p><p><em>At higher levels.</em> At level 13, your Fly Speed improves to 60 feet, and at level 17 to 90 feet.</p><p></p><p></p><h3>WARD MYTHAL</h3><p><em>Level-8 Feat</em></p><p></p><p><strong>Prerequisite:</strong> Elusion Mythal, member of an elven community</p><p></p><p>You will magic away.</p><p></p><p><strong>Magic Resistance.</strong> You have Advantage on all saving throws versus magic.</p><p></p><p></p><p>[/SPOILER]</p><p></p><h2>GLOSSARY</h2><p><strong>Innate Spellcasting.</strong> You cast the specific spells without spell components. For each innate spell of slot 1 or higher, you can cast it once without a slot, and regain the ability to do so after a Long Rest. You always have the innate spell prepared and can use your slots for it without components.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9146461, member: 58172"] [HEADING=1]ELF TRAITS[/HEADING] [B]Creature Type:[/B] Fey Humanoid [B]Size:[/B] Medium (about 5−6 feet tall) [B]Speed:[/B] 30 feet [B]Lifespan.[/B] Elves reach adulthood at about age 20, same as Humans, but afterward remain eternally youthful. Due to other causes of death, Elves live 750 years on average. There are still alive today individuals who are many thousands of years old. [B]Trance.[/B] You remain otherworldly, even if incarnating in a material body. You dont need sleep, and magic cant 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 remain conscious of your surroundings. [B]Fey Ancestry.[/B] Many Fey develop Magic Resistance at higher levels. Among Elves, the trait first appears as Charm Resistance. You have Advantage on saving throws you make to avoid or end the Charmed Condition. [B]Innate Spellcaster.[/B] You are a being of magic and can spellcast innately. At level 0, before you gain levels in a class, you exhibit a cantrip. At level 3, you figure out how to cast a slot-1 spell innately, and at level 5 a slot-2 spell. Your innate spells can be [I]Prestidigitation[/I], [I]Detect Magic[/I], and [I]Misty Step[/I], or different spells that are prominent in your elven culture, or you can choose your own spells from the appropriate slots of any spell list. When you gain a new level, you can change one innate spell to a different innate spell of the same slot. [B]Mythal.[/B] You magically acquire traits that your elven community emanates. This communal magical effect is called a Mythal. Mythals can manifest wonders of the world, as well as alter the members of its community. The transformation is magical, but its resulting effect is instantaneous and nonmagical. A community might accumulate various Mythals, especially if ancient. Typically, parents determine your Mythal at your birth. If your parents come from different elven communities, you belong them. You can gain the Moon Mythal, or an other Mythal Feat that your elven community emanates. When you gain a new level, you can change your Mythal to a different one from your community. You can also gain additional Mythals by using the Feats you gain from your background and at higher levels. If your are an Elf who is a member of a nonelven community, you can choose a different Feat that you qualify for instead. The mutability of Mythal traits derives from the shapechanging fluidity of your primordial elven ancestors. [HEADING=2]MOON MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You haunt the night, bathing in its moonlight and reveling in its twilights. You have Darkvision 60 feet. You gain the Advantage to Perception checks to detect any faint visual clues, sounds, and scents. [HEADING=2]ELVEN CULTURES[/HEADING] [SPOILER] In the Forgotten Realms setting, the High culture allows time for an Elf to decide who oneself is and what one wants to achieve during an eternal life. It considers Elves under 100 years old to be "youths", and those 100 years and older to be "elders". Typically, High Elves encourage youths to adventure to explore the many possibilities that life has to offer, and especially to discover new magics. Elders feel a duty to settle down to improve their community, but even they adventure to pursue a magic of importance. Some other elven cultures have communities that adopt these High customs. Minimally, an elven community comprises ten elders. But an Elf-majority city often has many thousands of elders. The following Elf traits tend to be prominent in certain elven cultures. A culture is diverse, comprising many communities, and each community includes alternate traits as well. [B]Culture: Mythal − Common Innate Spells[/B] Aevendrow: Dark/Glamor − [I]Guidance, Charm, Suggestion[/I] Astral: Celestial − [I]Sacred Flame, Healing Word, Misty Step[/I] Eladrin: Fey/Glamor − [I]Frostbite/Sacred Flame, Charm, Misty Step[/I] Grugach: Roam − [I]Druidcraft, Beast Bond, Invisibility[/I] High: Moon/Sun − [I]Prestidigitation, Detect Magic, Misty Step[/I] Lorendrow: Dark/Fey − [I]Druidcraft, Entangle, Darkness[/I] Sea: Death (Cold) − [I]Resistance, Alter Self/Beast Bond, Enhance Ability[/I] Shadar-kai: Death (Necrotic) − [I]Chill Touch, False Life, Misty Step[/I] Tulani: Celestial/Sun − [I]Mage Hand, Shield, Phantasmal Force[/I] Udadrow: Dark − [I]Dancing Lights, Faerie Fire, Darkness[/I] Wood: Moon/Roam − [I]Druidcraft, Longstrider, Pass without Trace[/I] [/SPOILER] [HEADING=1]ELVEN MYTHAL FEATS[/HEADING] [SPOILER] Elves are beings of magic. They wield magic innately. The most ancient change their shapes at will, and some younger Elves regain this capability. In the Feywild, the elven ancestors chose enduring humanlike forms for themselves and their descendants. These Fey forms change more subtly, by mood or circumstance. When Fey Elves make a home elsewhere in the multiverse, their shapes can alter to adapt to the new environment they bond with. The transformations are magical, but the resulting forms are nonmagical and persistent. A community of Elves together can weave a powerful magical effect called a Mythal. It is these Mythals that can transform an elven community to adapt to a new environment. Even the Nonelves who the Elves adopt into the community, can benefit from the magic of a Mythal. Here are Elven Mythal Feats you can choose for your background Feat. If you are an Elf, your species traits include a choice of a Mythal Feat. If your parents come from different elven communities, you are a member of both. As an Elf, you can use your Mythal trait to gain a Mythal Feat from one of the communities, then use your background Feat to gain a Mythal Feat from the other community. [HEADING=2]CELESTIAL MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You are a being of a thought scape, such as the astral sea or the astral dominion of Arvandor. [B]Telepath.[/B] You exhibit Telepathy 120 feet and have Resistance to the Psychic damage type. [B]Communion.[/B] When you Trance, you experience glimpses of other lives. You gain a Proficiency of your choice of one skill, tool, or weapon. At the end of each Trance, you can choose a different Proficiency instead. [HEADING=2]DARK MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You inhabit a realm of sunless darkness, such as under a dense forest canopy or in the Underdark deep in the earth. [B]Darksight.[/B] You can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. [HEADING=2]DEATH MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community [B]Repeatable.[/B] When you take this Feat again, you can choose any Damage Resistance instead of Breathless. You adapt to an environment that is deadly to others. [B]Breathless.[/B] You dont need to breathe. [B]Damage Resistance.[/B] You have Resistance to your choice of the following damage types: Acid, Cold, Force, Necrotic, Radiant, or both Lightning-and-Thunder. Instead of Breathless and the above Resistance, you can have Poison Resistance or Fire Resistance. You have Immunity to any environmental occurrence of your resisted damage type, such as the Cold of the arctic, the Fire of lava, or the ambient Necrotic of the Shadowfell. [HEADING=2]FATESPEAKER MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You navigate the timelines that form the tapestry of fate, pursuing the more successful threads and circumventing the disappointing ones. You have a number of Luck Points equal to your Proficiency Bonus, and regain any spent when you finish a Long Rest. Immediately after a creature rolls a d20 for a d20 Test, you can spend 1 Luck Point to grant Advantage for it or inflict Disadvantage against it. [HEADING=2]FEY MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You are a being of the magical forces that comprise the Fey Plane. You [I]Detect Magic[/I] within 30 feet, at all times, without concentration. This sense is innate and nonmagical. You exhibit an Advantage to Arcana checks, and can use your casting ability for it instead of Intelligence. [HEADING=2]GLAMOR MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You are a member of a Fey court and present your image intuitively. [B]Transfiguration.[/B] You can at will enhance the appearance of you and your equipment. For example, you can become opulent and stunningly beautiful when joyous − or ragged and emaciated when mourning. Hair and cosmetics can change, such as hair short and wellgroomed or long and disheveled. Voice can be sonorous melody or keening wail. You remain recognizably you. The appearance of clothing and equipment can change dramatically in color and shape, and become new or worn. Nonmagical items can repair or break. But there is no change to function, and substances stay recognizable, such as gold or steel, or silk or linen. The transformations are magical but the resulting appearance is nonmagical and persistent. [B]Impactful Presence.[/B] Your appearance attunes your observers. You exhibit an Advantage in Persuasion checks, and the targets of your Charm effects incur a Disadvantage to saves. [HEADING=2]MOON MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You haunt the night, bathing in its moonlight and reveling in its twilights. You have Darkvision 60 feet. You gain the Advantage to Perception checks to detect any faint visual clues, sounds, and scents. [HEADING=2]ROAM MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You roam a rugged wilderness, such as the branches of a primeval forest or across a desert of shifting sands. Your Speed increases to 35 feet, and you gain a Climb Speed. You have Advantage on d20 Tests to climb, balance, jump, and fall. [HEADING=2]SUN MYTHAL[/HEADING] [I]Level-0 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You inhabit a luminous elven city high above the clouds, or on an earthmote drifting across the sky, or in a supertower piercing the cloudlevels. [B]Shine.[/B] Your body can magically radiate an aura of sunlight. As a bonus action to start, change, or end it, the 10-foot aura can be dim, or bright with an additional 10 feet of dim. The luminosity is diffuse and nonglaring. It affects creatures sensitive to natural sunlight. You can use your spell slots for Shine to suppress a magical darkness of the same slot level or lower, while your aura overlaps it. [B]Skyey.[/B] You can Hover effortlessly, and cant fall even if Prone or Unconscious. You can use your Action to drift 10 feet in any direction. Members of a Sun Mythal community often shapeshift by other means into birds to travel more quickly and to reach farther distances. [/SPOILER] [SPOILER] [HEADING=2]ELUSION MYTHAL[/HEADING] [I]Level-4 Feat[/I] [B]Prerequisite:[/B] Member of an elven community You slip between the nothingness to evade the eldritch harm. You have Advantage on all Dexterity saving throws versus magic. Magic Attacks against you are at Disadvantage. [HEADING=2]SKYBORNE MYTHAL[/HEADING] Level-8 Feat [B]Prerequisite:[/B] Member of an elven community You are sky made manifest. You gain Fly Speed. [I]At higher levels.[/I] At level 13, your Fly Speed improves to 60 feet, and at level 17 to 90 feet. [HEADING=2]WARD MYTHAL[/HEADING] [I]Level-8 Feat[/I] [B]Prerequisite:[/B] Elusion Mythal, member of an elven community You will magic away. [B]Magic Resistance.[/B] You have Advantage on all saving throws versus magic. [/SPOILER] [HEADING=1]GLOSSARY[/HEADING] [B]Innate Spellcasting.[/B] You cast the specific spells without spell components. For each innate spell of slot 1 or higher, you can cast it once without a slot, and regain the ability to do so after a Long Rest. You always have the innate spell prepared and can use your slots for it without components. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Elves without racism [+]
Top