Elf

Type: you are fey

Age:

  • Adulthood at 22
  • Lifespan of 900 ~ 1100 (roll 4d100 + 800)

Size:

  • Height of 4'10" ~ 5'6" (roll 2d6 + 55 to generate height in inches)
  • Weight of 100 ~ 130 lbs. (roll 2d4 + 2d6 * 5 + 75)
  • Medium size category

Ability Score Bonus:

  • +1 to your choice of Dexterity, Intelligence, Wisdom, or Charisma

Speed:

  • 30 ft. walking speed

Senses:

  • 60 ft. Darkvision
  • Keen Sight: You have advantage on Perception checks made to see.

Traits:

  • Fey Ancestry: You have advantage on saving throws against being charmed or paralyzed, and magic can't put you to sleep.
  • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Elven Specialty: When you take this race, choose one of the following 3 options:
    • Fey Magic: You gain the following abilities:
      • You know one cantrip of your choice. Intelligence is your spellcasting ability for it.
      • You have advantage on any ranged spell attack or ability check you make as part of casting a spell.
      • You can speak, read, and write one extra language of your choice.
    • Fey Hunter: You gain the following abilities:
      • Your base walking speed increases to 35 feet.
      • You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other partially obscuring natural phenomena.
      • You can detect the presence of invisible creatures or objects within 5 feet of you. You cannot see the invisible creatures or objects, and they still count as invisible to you. You can only identify the 5 foot square that they occupy and how many 5 foot increments above the ground they are
    • Fey Transposition: You gain the following abilities:
      • You know the spell Misty Step, and you can cast Misty Step once per short or long rest without expending a spell slot
      • Each time you cast Misty Step, choose one of the following effects to modify that casting of Misty Step. If the effect requires a saving throw, the DC of the saving throw is based on your Intelligence, Wisdom, or Charisma (chosen when you take this lineage)
        • One willing creature that you are touching is teleported instead of you
        • Each creature of your choice within 10 feet of your destination must succeed on a Wisdom saving throw or be charmed by you
        • Each creature of your choice within 10 feet of your destination must succeed on a Wisdom saving throw or be frightened of you
        • Each creature of your choice within 5 feet of your destination takes your chosen ability's (Intelligence, Wisdom, or Charisma) modifier in damage