Elf

A quote about the race

The Fallen


You can't stand the smog that blankets most of Saevalux. If you are unmasked you have disadvantage on checks and saves involving sanity. You'll be irreversibly insane if you go uncovered for more than a year.

Brief about them and their origin

Description of appearance

Homeland: Sovereignty

Creature Type: Humanoid (Fey Ancestry)

Key Figures:

Key Groups:

Lifespan: 750 Years

Racial Trait - Fallen Grace


When you remove your mask, you must make a Constitution saving throw at the end of your turn. On a failure, you must roll on the Short-Term Madness Table.

Reequipping your mask is a bonus action.

While unmasked and making Constitution saving throws to maintain your sanity, you may substitute your Strength or Dexterity modifier for either your Intelligence, Wisdom, or Charisma modifier when making attack rolls. You also add your Intelligence, Wisdom, or Charisma modifier to your damage rolls.

If you remain unmasked for an extended period, you risk developing permanent madness.

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Eladrin Racial Trait - Seasonal Essence


Autumn's Leaf Trail: As you move, you leave behind a swirling trail of autumn leaves. The spaces you move through during your turn become difficult terrain for other creatures until the start of your next turn. This does not affect you. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Winter's Grasp: Once per turn, when you hit a creature with a weapon attack, you can reduce its speed by 10 feet until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Spring's Zephyr: Your base walking speed increases by 10 feet. Additionally, when you take the Dash action, difficult terrain doesn't cost you extra movement until the end of your turn.

Summer's Scorching Stride: Your movement burns with the intensity of the summer sun. When you move within 5 feet of a hostile creature during your turn, you can choose to have that creature take fire damage equal to your proficiency bonus. A creature can take this damage only once per turn. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.


Short-Term Madness Table

d100

Effect (lasts 1 turn)

01–20

The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage.

21–30

The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.

31–40

The character becomes Frightened and must use his or her Action and Movement each round to flee from the source of the fear.

41–50

The character begins babbling and is incapable of normal Speech or Spellcasting.

51–60

The character must use his or her Action each round to Attack the nearest creature.

61–70

The character experiences vivid hallucinations and has disadvantage on Ability Checks.

71–75

The character does whatever anyone tells him or her to do that isn’t obviously self-­destructive.

76–80

The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.

81–90

The character is Stunned.

91–100

The character falls Unconscious.