Players looking for information on new campaigns should find their campaign page in the Book of Mondevai
Half-Elves: Difference between revisions
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Some [[races]] are born to two proud lineages. These Half-Elves of mixed blood are often drawn to one lifestyle or another, but have the capabilities to excel at both. | Some [[races]] are born to two proud lineages. These Half-Elves of mixed blood are often drawn to one lifestyle or another, but have the capabilities to excel at both. | ||
The mul are a hardy race. They survive when the other races of Mondevai would die; they push past the limits of endurance that would kill even a dragonborn. They are the offspring of the elves and dwarves. | The mul are a hardy race. They survive when the other races of Mondevai would die; they push past the limits of endurance that would kill even a dragonborn. They are the offspring of the [[elves]] and [[dwarves]]. | ||
Tinker elves or peredhil are the offspring of elves and the reptilian races. Their skin is much tougher than their elven kin and they stand taller as well. | Tinker elves or peredhil are the offspring of elves and the [[reptilian]] races. Their skin is much tougher than their elven kin and they stand taller as well. | ||
== Names == | == Names == | ||
Revision as of 18:39, 13 June 2016
Some races are born to two proud lineages. These Half-Elves of mixed blood are often drawn to one lifestyle or another, but have the capabilities to excel at both.
The mul are a hardy race. They survive when the other races of Mondevai would die; they push past the limits of endurance that would kill even a dragonborn. They are the offspring of the elves and dwarves.
Tinker elves or peredhil are the offspring of elves and the reptilian races. Their skin is much tougher than their elven kin and they stand taller as well.
Names
Half-elves typically are given a name from one of the cultures they are born into. See that racial page.
Traits
- Ability Score Increase
- +1 to an ability score other than the one listed under "subrace" below.
- Age
- Half-elves are longer lived than their more mundane family, but not to the extent of the elves. "Maturity" (they are sterile) is reached around 20, and they can live to be around 120 years old.
- Alignment
- Half fey typically tend towards their non-elven culture's alignment.
- Size
- Your size is Medium.
- Speed
- Your base walking speed is 30 feet.
- Darkvision
- 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. You can’t discern color in darkness, only shades of gray.
- Fey Seasons
- Every fey is inherently connected to a time of year, be it spring, summer, autumn, or winter. Although a definite season, members of the race are unique within such. A winter eladrin may be tied to the first snowflake, the harshest blizzard, or simply a cold day.
- When groups of more than a score of fey are clustered in a town or city and they make up the dominant race of the settlement, the season within the town's borders becomes strangely permanent. A beautiful spring day in the countryside may be juxtaposed with a brilliant swath of red and gold trees inside a town where the population is predominantly fall. When the balance shifts, be it by a birth of a child or a migrant band, the season within the town alters within a day's time, irritating the townsfolk of other races with the sudden shift in daily patterns.
- The two capitals of the fey territories — winter in Ethasadril and summer in Haelink — are ruled by the courts of seasons. The houses in these societies are not hereditary, but rather determined by the strength of one's seasonal affiliation. A fey child who is born as a blazing summer sun or a harvest moon is quickly adopted into the courts of the summer or autumn by a family seeking to bolster its influence.
- Trance
- Fey 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.
- Languages
- You can speak, read, and write Common and one additional language from your other parentage (see those pages).
Subrace
Choose one of these subraces:
Mul (Half-Dwarf)
- Ability Score Increase
- Your Constitution score increases by 2.
- Sturdy
- You have advantage on all constitution checks.
- Cover Ground
- Gain the Charger feat. Your dwarven constitution and elven nimbleness combine to make you a natural sprinter.
- Dwarven Combat Training
- You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Peredhil (Half-Reptilian)
- Ability Score Increase
- Your Charisma score increases by 1.
- Leathery Skin
- Gain the "Resilient" feat.
- Elf Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Damage Resistance
- Gain the damage resistance of your reptilian parentage.
