Elves

by CanceRevolution

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Elves

Elves are enigmatic beings of ancient origin and profound grace. Tall and lithe, their physical forms are unmistakably beautiful, with almond-shaped eyes that come in a spectrum of stunning hues and pointy ears that lend them an ethereal appearance. Their skin tones can vary from a pale translucence reminiscent of moonlight to the deep green of forest canopies, depending on their subrace and habitat. An elf's hair can be a work of art in itself, flowing in colors ranging from the deepest black to shimmering silver, often with hints of blues, greens, or even fiery reds. Despite their delicate appearance, they possess a natural agility and strength, moving with a fluidity that belies their capability in both combat and stealth.

Tier 1


Young Elf

Medium, Fey/ Humanoid

Tier 1, Challenge Point 1, XP: 1

Attributes

AC 14 AP 0
HP 4 Posture 6
  • Passive Insight/ Perception 14
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR +0 DEX +4 INT -1 WIS +4 CHA +0
  • LU +1: Luck Points: 1; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Spell Skill Spell Hit: +4, Spell DC (12)

Actions (1)

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature, Thorn Whip



Elf

Medium, Fey/ Humanoid

Tier 1, Challenge Point 2, XP: 2

Attributes

AC 15 AP 0
HP 12 Posture 11
  • Passive Insight/ Perception 15
  • Language Elvish, Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR +0 DEX +5 INT +1 WIS +5 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Spell Skill Spell Hit: +5, Spell DC (13)

Actions (1)

  • Falchion Hit +5, Dmg 1d10 slash or thrust

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature, Thorn Whip

Tier 2



Elf Archer

Medium, Fey/ Humanoid

Tier 2, Challenge Point 4, XP: 8

Attributes

AC 16 AP 0
HP 24 Posture 18
  • Passive Insight/ Perception 16
  • Language Elvish, Sylvan, Common

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR +0 DEX +6 INT +2 WIS +6 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Poison Ammo (2) Before you Attack, you can use 1 of your 2 Poison Ammos. On a hit, the target must succeed on an Endurance Save (DC 14), or become Poisoned (1d4, 1 turn).

  • Sharp Shooter Once per round, if you miss a Ranged Attack, you can add a +2 bonus to the result.

  • In addition, you can also make Ranged Attacks of Opportunity when a creature Posture breaks.

  • Spell Skill Spell Hit: +6, Spell DC (14)

Actions (2)

Shortbow Hit +6, Dmg 1d8 thrust

  • Ranged Weapon (60/120)

  • TwoHanded: Needs two hands to be wielded.

  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature,
    Conjure Minor Vines, Talk with Animals

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hunter's Mark



Elf Warrior

Medium, Fey/ Humanoid

Tier 2, Challenge Point 4, XP: 8

Attributes

AC 16 AP 1
HP 28 Posture 18
Mana 4
  • Passive Insight/ Perception 16
  • Language Elvish, Sylvan, Common

Movement

Base 30 Climb/ Swim 15 Dash 30

Stats + Skills

STR +4 DEX +6 INT +2 WIS +6 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +6, Spell DC (14)

Actions (2)

  • Falchion Hit +6, Dmg 1d10 slash or thrust

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature,
    Thorn Whip, Talk with Animals

  • Level 1 (1 Mana): Thorn Strike, Wind Slash

Bonus Action

  • Forced Posture You can gain 3 Posture.


Wild Elf

Medium, Fey/ Humanoid

Tier 2, Challenge Point 4, XP: 8

Attributes

AC 16 AP 1
HP 26 Posture 18
  • Passive Insight/ Perception 16
  • Language Sylvan

Movement

Base 30 Climb/ Swim 15 Dash 30

Stats + Skills

STR +2 DEX +6 INT -1 WIS +6 CHA -1
  • LU +1: Luck Points: 1; Critical Fail: 1

Abilities

  • Ambusher You gain advantage on all Stealth Checks.
  • Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d8 damage.
  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Spell Skill Spell Hit: +6, Spell DC (14)
  • Tracker You gain advantage on Nature Checks to track creatures.

Actions (2)

Spear Hit +6, Dmg 1d10 thrust

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Long Reach: The reach of this weapon is 10 feet.

  • Throw Weapon (20/60)

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature,
    Thorn Whip, Talk with Animals

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.

Elf Caster

Medium, Fey/ Humanoid

Tier 2, Challenge Point 4, XP: 8

Special Loot: Wand of Thorns (Rare Wand)

Attributes

AC 16 AP 0
HP 16 Posture 14
Mana 4
  • Passive Insight/ Perception 16
  • Language Elvish, Sylvan, Common

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR +0 DEX +6 INT +7 WIS +6 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +7, Spell DC (15)

Actions (1)

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature, Thorn Whip
    Conjure Minor Vines, Talk with Animals

  • Level 1 (1 Mana): Acid Spits, Conjure Vines, Scorpion's Tail, Wind Slash

Bonus Action

  • Wand of Leaves You can cast the Thorn Whip spell as a Bonus Action.


Elf Commander

Medium, Fey/ Humanoid

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 16 AP 1
HP 36 Posture 24
  • Passive Insight/ Perception 16
  • Language Elvish, Sylvan, Common

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR +0 DEX +6 INT +4 WIS +6 CHA +4
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Spell Skill Spell Hit: +6, Spell DC (14)

Actions (2)

  • Falchion Hit +6, Dmg 1d10 slash or thrust

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature,
    Thorn Whip, Talk with Animals

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hunter's Mark



Elf Brute

Medium, Fey/ Humanoid

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 16 AP 2
HP 54 Posture 29
  • Passive Insight/ Perception 16
  • Language Elvish, Sylvan, Common

Movement

Base 30 Climb/ Swim 20 Dash 40

Stats + Skills

STR +6 DEX -1 INT -1 WIS +6 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +6, Spell DC (14)

Actions (2)

  • Great Sword Hit +6, Dmg 1d12 slash or thrust
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
  • Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
  • TwoHanded: Needs two hands to be wielded.
  • Favorite Weapon: As an Action, you can swing this sword. All creatures within 10 feet of you must then succeed on an Agility Save (DC 14), or take 1 hit from this weapon's Attack.
  • Cast Spell You can cast the following spells:

  • At Will: Commune with Nature,
    Thorn Whip, Talk with Animals