Astralborn Elves

by ManoukMade

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Astralborn Elves
PART 1 | RACES

Lunarborn Elves

"Tonight we bind our lives to justice! My breath for freedom! My eyes for truth! My stregth for honor! My blood for justice! My hard for the Astralborn. Life is precious. Life is valuable.We take it, but we do not take it lightly. Moon reflects sun, as death reflects life. ' said the Lunarborn Soldiers while completing their bond. They executed a ritual to make an indestructible assassin's binding as an oath to honor their mission. The bindings are wrapped around a body part, usually a wrist or arm, and bind an assassin to their mission, until their target has been taken out or until they suffer the consequences of their failure. This is one way for the Moonshadow Elves to show their culture of honor, loyalty and duty. It shows they have no fear towards anything, not even death itself.

- Aaron Ehasz & Justin Richmond
The Dragon Prince

The Lunarborn Elves are a race of Astralborn native
to Vil'ron. They are connected to the magical energy of the moon and are direct descendants of the creator of the Universe - the Madam. These elves are tall and slender, have purple markings on their body and face, white or silver hair and pale colored eyes, and range from pale to dark skinned. They also have distinctive horns that are purple or blue toned.

Lunarborn Elf Traits

When you make your Lunarborn elf, you may use the option below to create the adventurer or adapt the options according to the rules of Tasha's Cauldrom of Everything.

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

Age. Although elves reach physical maturity about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass wordly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Although elves love freedom,
Lunarborn Elves have a sense of loyalty and ruling among themselves. Therefore they tend to be more lawful than chaotic within their clans. However, not every lunarborn elf is as lawful as the other and value freedom, variety and self-expression more over their culture.

Size. Lunarborn Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Lunarborn Elves have a faster walking speed of 35 feet.

Darkvision. 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.

Lunarborn proficient. You can choose to have one proficiency in either Acrobatics, Perception or Stealth.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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

Lunarborn Weapon Training. You have proficiency with rapiers, shortwords, and hand crossbows.

Moonlit Magic. You know the minor illusion cantrip. Your spellcasting ability for it is Wisdom.

Moonshadow Form. On the night of a full moon, Lunarborn Elves are at the height of their power and can use this feature. During this night, starting at 3rd level, you can attempt to hide when only lightly obscured in the moonlight. When you reach 5th level, you can cast the Moonphase spell once during a full moon night with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Lunarborn Spell Description

Moonphase

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

You begin to appear semi translucent and your marks glow up a bright green. Roll a d20 at the start of each of your turns for the duration of the spell. On a roll of 11 or higher, you and everything that you are wearing or carrying is invisible as long as it is on your person until the start of your next turn. On a 10 or lower, you become visible again. You can dismiss this spell as an action.

PART 1 | RACES
PART 1 | RACES

Astrumborn Elves

"Those who fail the test of love are simple animals, that deserved to be motivated by fear"

- Aaron Ehasz & Justin Richmond
The Dragon Prince

The Astrumborn Elves are a race of Astralborn native
to Vil'ron. They are connected to the magical energy of the stars and are direct descendants of the creator of the Universe - the Madam. These elves are tall and slender, have midnight toned skin in various colors of blue and purple, with hints of soft gold or silver. Their hair comes in other pale metallic or pastel colors. Star-like designs adorn their bodies and they have unique horns growing from their head.

Astrumborn Elf Traits

When you make your Astrumborn elf, you may use the option below to create the adventurer or adapt the options according to the rules of Tasha's Cauldrom of Everything.

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

Age. Although elves reach physical maturity about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass wordly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Astrumborn Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Superior Darkvision. You can see in dim light within 120 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.

Astrumborn proficient. You can choose to have one proficiency in either Arcana, History or Perception.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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

Astrumborn Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Star Magic. You can choose to have the dancing lights cantrip or the light cantrip. Your spellcasting ability for it is Intelligence.

Form of the Dark Star. On a bright starry night, Astrumborn Elves are at the height of their power and can use this feature. During this night, starting at 3rd level, you can cast the Identify spell once, but you don't need any material component and you can identify up to five objects simultaneously that you must touch. When you reach 5th level, you can cast the Minor Dark Star spell once with this trait. You regain the ability to do cast both spells again when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Astrumborn Spell Description

Minor Dark star

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a shard of onyx)
  • Duration: Concentration, up to 1 Minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 15 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. In addition, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.

PART 1 | RACES
PART 1 | RACES

Solisborn Elves

"If you want to live, you have to look into the light!"

- Aaron Ehasz & Justin Richmond
The Dragon Prince

The Solisborn Elves are a race of Astralborn native
to Vil'ron. They are connected to the magical energy of the sun and are direct descendants of the creator of the Universe - the Madam. These elves are beefy and a lot taller than other elves, have darker skintones and are covered by yellow or golden marks on their face and body. Solisborn have brown or blonde hair and have slick brown horns on their head.

Solisborn Elf Traits

When you make your Solisborn elf, you may use the option below to create the adventurer or adapt the options according to the rules of Tasha's Cauldrom of Everything.

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

Age. Although elves reach physical maturity about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass wordly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. The Solisborn society have a clear hierarcy, roles and tasks. The solisborn have a sense of fairness, and accountability. This is why they tend to be more lawful, but Solisborn can also be chaotic or neutral.

Size. Solisborn Elves range from under 6 to over 7 feet tall and have slender builds. 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 as if it were dim light. You can’t discern color in darkness, only shades of gray.

Solisborn proficient. You can choose to have one proficiency in either Acrobatics, Athletics or Perception.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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

The Sun's Radiance. You have resistance to radiant damage.

Solisborn Weapon Training. You have proficiency with shortswords, longswords, battleaxes, handaxes and hand crossbows.

Sunlight Magic. You know the cantrip light. Your spellcasting ability for it is Wisdom.

Heatwave Form. On a bright sunny day, Solisborn Elves are at the height of their power and can use this feature. During this type of day, starting at 3rd level, you can cast Searing Smite once using this feature. You don't have to to concentrate on the spell. When you reach 5th level, you can cast the Heatwave spell during the sunny day once with this trait. You regain the ability to cast Searing Smite and Heatwave when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Solisborn Spell Description

Heatwave

3rd-level transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

Your skin turns darker and your marks glow up orange. Your skin becomes incredibly hot and your hunter skills heighten. You temporarily get fire resistance, a base walking speed of 40 feet and advantage on all strength ability checks and saving throws. When an enemy hits you with an unarmed strike, they get a 2d8 fire damage from your incredibly hot skin.

PART 1 | RACES
PART 1 | RACES

Inanisborn Elves

"If a portal leading into endless nothingness were to open *under your feet and consume you in my presence, rest assured it would be entirely coincidental. Accidents do happen, after all."

- World of Warcraft

The Inanisborn Elves are a race of Astralborn native
to Vil'ron. They are connected to the magical energy of the void and are direct descendants of the creator of the Universe - the Madam. These elves are tall and slender, have white or grey skintones, white or purple hair, black horns and black markings on their body and face.

Inanisborn Elf Traits

When you make your Inanisborn elf, you may use the option below to create the adventurer or adapt the options according to the rules of Tasha's Cauldrom of Everything.

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

Age. Although elves reach physical maturity about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass wordly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Inanisborn Elves range from under 5 to over 6 feet tall and have slender builds. 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 as if it were dim light. You can’t discern color in darkness, only shades of gray.

Inanisborn proficient. You can choose to have one proficiency in either Deception, Perception or Persuasion.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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

Mind of the Void. You have advantage on all Wisdom saving throws.

Inanisborn Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Void Magic. You know the cantrip thaumaturgy. Your spellcasting ability for it is Charisma.

Void Form. On a pitch black or extremely cloudy night, Inanisborn Elves are at the height of their power and can use this feature. During this type of night, starting at 3rd level, you can cast Magnify Gravity once with this trait. When you reach 5th level, you can cast the Gaseous Form spell during this night once with this trait. The creature in your gaseous form can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. They can't carry more than 10 pounds. You regain the ability to do cast both spells again when you finish a long rest. Charisma is your spellcasting ability for these spells.

PART 1 | RACES