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Ability Score Improve: There's not a variety of classes that want each Charisma and Wisdom. Although this subclass should be your apparent alternative if you want to push right into a Wisdom-primarily based class such because the Cleric for the on-level lore or to reap the benefits of the flight as a Monk.

Fiendish Legacy (legacy trait)
While there some common varieties, the powers of a Tiefling can be varied because the appearances of Tieflings. The manifestation of powers in a Tieflings legacy awakens a little bit of a Tiefling's nature, internally it may be as a lot as a darkish whisper they'll hear in their thoughts. For some Tieflings they momentarily appear more fiendish when invoking such powers. Many Tieflings describe using their legacies as Invoking the Fiend. In response to some sure legacies can shade a Tiefling's temperament. Tieflings choose one of the choices beneath in this class, Charisma or Intelligence is the spellcasting potential for spells forged by means of this ability. Any spell a Tiefling can cast by way of the Fiendish Legacy trait they also can forged if they have a spell slot of the appropriate degree, these spells are bonus known spells for a Tiefling spellcaster.

In the Daybreak Age, when the Primordials rose as much as rage towards the gods, the very foundations of creation would shake. The gods gathered their power and led their children to warfare. The elves were first; wise and truthful, and the favored of the Archeart. Next came the dwarves; highly effective and stout, as resilient as the stone from which they got here, they had been the creations of the Allhammer. Humans came, too; adaptable, brave, and formidable. Every of the gods' youngsters introduced with them energy and crafts, but they had been each of them defeated by the works of the primordials; horrible abominations the likes of which the thoughts can scarcely comprehend.

Creature Sort: Humanoid (elf)

Dimension: Medium

Pace: 30 ft (walking and swimming)

Little one of the Sea: You breathe air and water and have resistance to cold harm.

Darkvision: 60 feet

Fey Ancestry: Benefit on saving throws to keep away from or finish being charmed.

Friend of the Sea: Talk with any beast with a swimming velocity.

Eager Senses: Proficiency in Notion.

Trance: Meditate as a substitute of sleeping. Everytime you end a trance, gain two new weapon or software proficiencies you don’t have.


Elves are formed by their setting over the millennia. Some, entranced by the great thing about the open ocean, have evolved into sea elves - aquatic elves who dwell throughout the oceans and on the elemental airplane of water.