5e SRD >Races >

Elf, Angel

Angel elves are high elves who corrupted themselves with the celestial magic of Heaven. The power they stole from angels gave them wings. They cover their eyes with halos taken from the angels they destroyed, though they are still able to see.

Traits

Ability Score Increase. Your Intelligence score increases by 2.

Age. Angel elves mature and age as elves, though they are ageless.

Alignment. The choice to infuse themselves with stolen angelic essence was pragmatic, though other high elves did not agree and imprisoned them. Having recently escaped from their magical imprisonment, angel elves feel like they were punished for saving the world. They are neutral evil.

Rarity. Legendary. The Essence War is taught in history classes throughout the human world, but the fate of the angel elves was hitherto unknown as they’ve just recently returned.

Size. Angel elves have much the same build as angels. Your size is Medium.

Speed. Your base 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 within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Charm Resistant. You can add your proficiency bonus to saving throws against being charmed. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being charmed.

Keen Senses. You have proficiency in the Perception skill.

Limited Celestial Resilience. You have resistance to necrotic damage. Also, you can add your proficiency bonus to saving throws against such damage. If you have proficiency in such a saving throw, your proficiency bonus is doubled for these purposes.

Restful Reverie. To benefit from a long rest, you start with a I-hour meditation and then need only sleep for 4 hours. During your meditation, you are aware and conscious, although you sometimes have dreamlike visions. Magic cannot put you to sleep.

Soul Sense. You can cast detect evil and good at will, but each casting lasts only until the end of your next turn. This version of the spell can detect any creature that has an alignment of evil or good. However, the spell identifies a creature’s type only if that type is aberration, celestial, elemental, fey, fiend, or undead. Intelligence is your spellcasting ability for this spell.

Weak Wings. You have wings, but they aren’t yet strong enough to grant you full flight. Provided you have space double what you require (usually 10 feet), you can flap your wings to jump as if you had a 10-foot running start. If you can do so and have a 10-foot start, double the distance you jump. When you fall, provided you have double your space to open them, you can use your wings to slow your fall to 60 feet per round, taking no damage from falling. Also, for every 10 feet you fall, you can move 10 feet horizontally. Each foot you move horizontally this way counts as 1 foot of movement. You have access to the Improved Wings and Strong Wings feats (see Appendix A).

Languages. You speak, read, and write Common, Celestial, and Elvish.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims