Elf, Obojima (TP)

Obojima: Tales from the Tall Grass p. 128 (Third Party)

Tamaño
Mediano
Velocidad
30
Competencias
Perception
Linaje
Elf
Aptitud mágica
Intelligence

Rasgos

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

The elves of Obojima possess a deep and special bond with the enigmatic Spirit Realm and its native spirits. Unlike other inhabitants of the island, the elves do not form distinct communities or enclaves as they are not a people in the traditional sense. This is because elves are born to human parents. While this occurrence is uncommon, it is not so infrequent that it is met with disdain or apprehension. Instead, it's simply understood that an elf exists with one foot in two worlds.

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorterlived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

Every elf shares common physical traits such as pointed ears and their keen ability to see in the dark. However, what sets Obojiman elves apart is the presence of Oaka Marks. Each elf bears a unique mark that symbolizes their connection to the Spirit Realm. These mystical glyphs appear as shimmering birthmarks and vary in size from that of a coin to large enough to cover an entire limb. Beyond being mere physical markers, Oaka Marks hold deep significance for elves. They represent their profound bond with the spirit world and have the potential to bestow unique supernatural abilities.

Throughout the ages, the islanders and spirits have coexisted harmoniously, although it would be misleading to claim that they always agree on everything. Consequently, elves often find themselves acting as intermediaries when conflicts arise between spirits and folk from the Physical Realm.

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil. Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nai'lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Ability Score Increase

One ability score of your choice increases by 2, and another ability score of your choice increases by 1.

Age

Elves reach adulthood in their late teens and live less than a century.

Alignment

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

Size

Elves vary in height, which ranges from 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90 + (1d4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your supernatural gifts, you have superior vision in dark and dim conditions. 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.

Ethereal Sight

Your ocular prowess doesn't stop at darkvision. Additionally, you can use an action to shift your sight into the ethereal, allowing you to see creatures on the Spirit Realm, which appear as glowing outlines of themselves. This effect lasts for 1 hour. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

Elves 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.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Oaka Birthmark

Courage. You know the Resistance cantrip and can cast it without requiring material components. When you reach 3rd level, you can cast Heroism as a 2nd-level spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fury. You know the Sacred Flame cantrip. When you reach 3rd level, you can cast Shatter once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Harmony. You know the Guidance cantrip. When you reach 3rd level, you can cast Calm Emotions once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Nature. You know the Dancing Lights cantrip and can cast it without requiring material components. When you reach 3rd level, you can cast Animal Messenger once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Purity. You know the Spare the Dying cantrip. When you reach 3rd level, you can cast Lesser Restoration once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Selflessness. You know the Resilient Friendship cantrip. When you reach 3rd level, you can cast Gift once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages

Languages. You can speak, read, and write Common.

Otros datos

weapons

Longsword, Shortsword, Shortbow, Longbow