Playing an Archelf

Follow the baseline race properties of the “astral elf” on wikidot. Because of their long and rare lives, players may not choose this race unless they are starting the character at level 15 or above.

Archelves will often judge others as too naive, to simple in their thinking. But are not necessarily the fastest to solve an issue. They are used to having a lot of time to make new decisions, and being too fast about something may be uncomfortable to them. They will often favor diplomacy over violence. They are romantic, and not ones to stay with one partner for too long, after all, one of their children only takes 25-50 years to mature, while they have lived for over 2000 years, not enough to get too attached. You probably dont know all your grandkids and certainly not further down the line. But they might now that their bloodline originates from you.

  • Age: Archelves have never died from old age. And they were never children on this plane. All Archelves now in existence entered reality on the back of Alfheir, the citysaur already mature, with blank memories of where they came from. Therefore you are over 2000 years old already, but your first memories are from riding in on Alfheir. New archelves have not been born in Zarthuga.

Advancement

  • Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
  • 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.
  • Lived history. You have lived most of Zarthugas history. You are proficient in the skill History.
  • Divine Fire. You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
  • Darkvision. You can see dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
  • Keen Senses. You have proficiency in the Perception skill.
  • Starlight Step. 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.
  • Knowledge 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 remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook. You magically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.

Children

When two Archelves have a child on the material plane, that child is an Elf. If Archelves have a child with any other race, this becomes a Half-elf. Archelves reproduce through willing conjuncture through magical means.

History

All Eladrin in existance rode in on Alfheir, the citysaur. They have kept to themselves a lot of the time, but have intimate knowledge on large parts of the worlds history. The most favored class among them are sorcerers. They weave the finest clothing in all the world, and have some of the most amazing libraries and collections.