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Languages: You can speak, read, and write Common and Elvish. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (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. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Keen Senses: You have proficiency in the Perception skill.įey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. You can’t discern color in Darkness, only Shades of Gray. 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. Speed: Your base walking speed is 30 feet.ĭarkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. Size: Elves range from under 5 to over 6 feet tall and have slender builds. They value and protect others’ freedom as well as their own, and they are more often good than not.
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An elf typically claims Adulthood and an adult name around the age of 100 and can live to be 750 years old.Īlignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.Elf TraitsYour elf character has a variety of natural Abilities, the result of thousands of years of elven refinement.Ībility Score Increase: Your Dexterity score increases by 2.Īge: 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. Vengeful AncestorsĪt 14th level, your ancestral spirits grow powerful enough to retaliate. Wisdom is your spellcasting ability for these spells.Īfter you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Consult the SpiritsĪt 10th level, you gain the ability to consult with your ancestral spirits. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. Spirit Shieldīeginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. Source: Xanathar's Guide to Everything Ancestral Protectors