Project Taerna

A Dungeons and Dragons homebrew project started by the user Rice.



Ability Score Increase: Your Dexterity ability score increases by 2.

Aging: Adulthood is reached within the span of 100 years, and can live up to 700 years.

Alignment: Elves commonly lean into a more chaotic nature.

Size: Adult elves average to be a few inches taller than the average human. Your size is Medium.

Speed: 30 feet.

Languages: Elves can speak, read, and write Common and Elvish.

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.

Fey Ancestry: You have advantage against any saving throws that attempt to charm you or render you unconscious through magical means.

Elvish Influence: Once per long rest, you may either decide to cleanse a creature of a poison or disease that require a DC of 11 or lower to overcome, or reduce a creature’s roll on an ability check by 1d4. Using this trait requires you to touch the target. You regain usage of this trait after a long rest.

High Elf Subrace

Ability Score Increase: Your Intelligence ability score increases by 1.

Alchemic Affinity: You gain proficiency with the Alchemist's supplies, and the time spent on developing alchemical materials is halved.

Magicial Imbuement: Once a day, you may take an action to touch a non-magical melee weapon to make it magical for one minute. You regain usage of this trait after a long rest.

Wood Elf Subrace

Ability Score Increase: Your Wisdom ability score increases by 1.

Elf Weapon Training: You gain proficiency with longswords, shortswords, longbows and shortbows.

Fleet of Foot: You have an additional 5 feet of movement to your speed.

Mask of the Wild: You can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Dark Elf Subrace

Ability Score Increase: Your Charisma ability score increases by 1.

Dark Elf Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.

Superior Darkvision: Your darkvision has a range of 120 feet instead of 60 feet.

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

Underground Craft: You ignore any non-magical difficult terrain that is rocky in nature, your climbing speed is your walking speed while scaling up a rocky surface, and you have access to the Thaumaturgy cantrip. Your spellcasting ability for the cantrip is Charisma.

Sun Elf Subrace

Ability Score Increase: Your Charisma ability score increases by 1.

Elvish Allure: You know the Friends cantrip, and at 3rd level you may also cast the Charm Person spell once a day. You regain the ability to cast the spell after a long rest. Your spellcasting ability for these spells is Charisma.

Foreign Intrigue: Choose one of these races: humans, orcs, dwarves, gnomes, or halflings. You have Advantage on Intelligence (History) checks involving your chosen race's background and culture, and you add their language to your list of known languages if you do not have it known already.