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Elfkin

Elfkin are the descendants of elves and Fae. They appear youthful and have fairy wings. They are ageless, though every eight years they encase themselves within chrysalises for three months to rejuvenate. They live in obscured forests and serve nature spirits. Elfkin love parties and celebrations, with each clan devoted to an aspect of the festivities, such as decorations, snacks, or games.

Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Springing from large magical flowers as adults, elfkin are ageless. However, every eight years their wings encase an elfkin in a chrysalis for three months that allows them to be rejuvenated.

Alignment. Elfkin deplore civilization, even elvish, and see society as an inevitable source of corruption in the world. They tend to be neutral or chaotic good.

Rarity. Rare. Elfkin spend more time in obscured groves.

Size. Elfkin are the same height as dwarves, though they have a slender build and weigh 120 pounds. 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.

Keen Senses. You have proficiency in the Perception skill.

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.

Emotional Stability. You can add your proficiency bonus to saving throws against being charmed or frightened. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being charmed or frightened.

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, Elvish, and Fae.

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