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Dawn Elf
\pagebreak ## Dawn Elf After Incarnations sought from the Fates to live and have the ability to choose what they wanted to do themselves, dawn-elves were born from the positive side of this rebirth. Their innate power comes from the potential in a new beginning. Over the centuries, they have continued to thank the Fates by living their new beginning to its fullest.
Dawn-elves carry a warm light around them. As the sun rises during the early hours of each day markings along their skin will glow with a gentle hue that mirrors the sun. #### Dawn Elf Traits As the ancestors of many other elves; dawn-elves with their light continue to live and venture the material plane, influencing it with their energy, as a result your character possesses the following natural traits. #### Ability Score Increases When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. #### Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. #### Life Span The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description. #### Creature Type You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. #### Size You are Medium. #### Speed Your 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 discern colours in that darkness only as shades of grey. \columnbreak #### Child of Dawn During the early hours of each day or from 6am to 9am, you are immune to radiant damage but are vulnerable to necrotic damage. #### Influence of Fate You have advantage on saving throws you make to avoid or end the charmed condition on yourself. #### Presence of Light As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you appear in a burst of light producing 5 feet of bright light around you and an additional 5 feet of dim light when you teleport using this trait. Each creature of your choice within the bright light after you teleport takes radiant damage equal to your proficiency bonus. The light last until the start of your next turn. #### Keen Senses You have proficiency in the Perception skill. #### Trance You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. \pagebreak
Dawn Elf
Embrace dawn with this new race for the world's greatest roleplaying game. Dawn Elf (Version 1.0) Created by [MohanLaoch](https://www.gmbinder.com/profile/MohanLaoch)/ jmohandm@gmail.com Feel free to email feedback. **Artist Credits:** *Front Cover:* [Allura by June Jenssen](https://www.artstation.com/artwork/0nGKlG) *Back Cover:* [Amara by June Jenssen](https://www.artstation.com/artwork/3oPAJD) This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
For use with the fifth edition Player's Handbook, Monster Manual and Dungeon Master's Guide.
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