Elf
The elder elemental lineage, shaped by dragons who later went into hiding, each branch from a different fallen titan.
RA +1
College of the Stars
Domain of Knowledge
Runestrike
Channel of Sun-Rifting
Sunborn
Ancestral Guardian
Channel of Conjuration
College of Valor
Etherborn
Monster Hunter
Way of the Ether
Path of the Champion
Champion
Cybersmith
Operative
Way of the Earth
Wyldblood
Waterborn
Channel of Water-Rifting
Way of the Water
College of Whispers
Augmentate
Frontier Marksman
Monster Hunter
College of the Frontier
Pact of the Old One
Sunborn
Trickshot
Void-Touched - Physiology
- Humanoid, Elemental
- Size
- Medium
- Speed
- 30 ft.
- Ability scores
- Free placement
- Languages
- Common, Elvish
- Lifespan
- Mature at 50, typical maximum 700 years
Elves reach physical maturity at about the same age as humans. Most elven cultures count standing in generations and treat anyone under their first century as provisional.
Features
- Elemental Inheritance
Your blood bears the mark of one element. Choose the Channel of Sun, Ether, Earth, or Water at character creation. You gain resistance to one damage type associated with that Channel, and you can read, write, and speak the tongue of the realm it belongs to.
- Rift-Sensitive Blood
Elven blood is sensitive to the Rift. Your starting Rift Affinity at character creation is increased by 1, subject to the standard cap.
- Keen Senses
You gain proficiency in the Perception skill. If you are already proficient in Perception from another source, you gain proficiency in Arcana, History, or Insight instead.
- The Long Quiet
You rest in a waking trance. You gain the benefit of a long rest from four hours of trance, and you remain aware of your surroundings throughout. You have advantage on saving throws against being Charmed, and magic cannot put you to sleep against your will.
- Unbroken Memory
Your memory is exact, and your line has held the same grievances since the Riftfire Rebellion. You have advantage on Intelligence (History) checks concerning events your own lineage witnessed, and you can recall the exact wording of any conversation you took part in within the last month.
- Inherited Recoil
Your elemental inheritance reacts to damage of its own element. You have resistance to that damage instance, and the next weapon attack you make before the end of your next turn deals an extra 1d6 damage of that element. You can use this a number of times equal to your proficiency bonus per long rest.