5e SRD >Races >

Savo Elf

Savo elves have turned their long-lived lives into an unending quest for new passions and mind-altering narcotics. Perverted by substance abuse and decadence, these creatures of the dark forests are a twisted reflection of their grand heritage.

Savo Adventurers

Many savo travel far from their lands, driven by their search for new pleasures and experiences to keep themselves entertained. Few of them have the emotional empathy to be a meaningful addition to a party consisting of other humanoids, but those who do find their carnal desires at odds with those of more restrained tastes. Those who do overcome their addiction, however, tend to find greater joy, worth, and acceptance with their allies than they ever would among their own people.

Traits

Your race has flirted with all types of debauchery and narcotics for millennia, twisting your bloodline into the pleasure-seeking creature you are today.

Ability Score Increase. Your Dexterity, Constitution, and Intelligence scores increases by 1.

Ability Score Penalty. Your Wisdom score decreases by 2.

Age. Savo elves reach maturity at 100 years of age. They live to about 5,000 years of age normally, but excessive use of stimulants makes this average vary wildly.

Alignment. Most Savo elves are driven by their insatiable apatite for pleasure, making most of them greedy and self-serving. Most savo are chaotic evil, though some of their courts have strict rules and those bound to them are often lawful. Rarely, a savo might find deeper truths that pull them away from their destructive destiny and become neutral or even good.

Size. Savo elves range in height from under 5 feet to over 6 feet tall, with thin to frail builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dim and dark 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.

Substance Dependence. You must spend 10% of any money you earn on illicit substances. If you fail to do so, you gain 2 levels of exhaustion until you spend this amount. The illicit substances grant you a +1 bonus to your Dexterity score.

Broken Heritage. The Great Elves from which you are descended were master demon slayers that fell because of the treachery of your ancestors, and you bear that guilt still. You have disadvantage on Charisma checks made when dealing with dwarves or humans.

Section 15: Copyright Notice

The Grimdark Pamphlet. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan

This is not the complete section 15 entry - see the full license for this page