Dusk Elf
After Incarnations sought from the Fates to live and have the ability to choose what they wanted to do themselves, dusk-elves were born from the negative side of this rebirth. Their innate power comes from the capability that leads to an end. Over the centuries, they have continued to thank the Fates by remembering and learning from the ending that led to them living their lives.
Dusk-elves carry a cool moonlight around them. As the moon rises during the early hours of each night the marking along their skin will glow with a gentle hue that mirrors the moon.
Dusk Elf Traits
As the ancestors of many other elves; dusk-elves with their shadow 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.
Child of Dusk
During the early hours of each night or from 6pm to 9pm, you are immune to necrotic damage but are vulnerable to radiant damage.
Influence of Fate
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Presence of Shadow
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 shroud of shadow producing 5 feet of darkness around you when you teleport using this trait. The darkness turns any light within 5 feet of it into dim light. Each creature of your choice within the darkness after you teleport takes necrotic damage equal to your proficiency bonus. The darkness 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.
Dusk Elf
Embrace dusk with this new race for the world's greatest roleplaying game.
Dusk Elf (Version 1.0) Created by MohanLaoch/ jmohandm@gmail.com
Feel free to email feedback.
Artist Credits:
Front Cover: Moon godlike by Kristina Chernyavskaya
Back Cover: Nightborne by VladOgorodnyk
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.