Cosmo-Blessed Elf (5e Subrace)
From D&D Wiki
Cosmo-blessed elves are a subrace of the elf race.
There are quite a few stories out there relating to the origins of cosmo-blessed elves. The one that's most commonly accepted is that they originated from an ancient religious society consisting mainly of high elves. They worshipped various deities of the sun, moon, and stars in ways that have been lost to time, and their dedication and faithfulness resulted in them and their children being blessed by one or more—probably more—of these deities. Cosmo-blessed elves actually received three different kinds of cosmic blessings, though none ever received more than one. This divides them into the three different categories of sun-blessed, moon-blessed, and star-blessed.
Cosmo-blessed elves have biology heavily linking them to high elves of all kinds. They're just as tall and slender as them, but their hair, eyes, and skin is dramatically different and depends on their cosmic blessing.
|4′ 6''||+2d10||90 lb.||× (1d4) lb.|
*Height = base height + height modifier
There are tribes of cosmo-blessed elves for each cosmic blessing, and rarely do these tribes have cosmo-blessed elves of multiple cosmic blessings. These cultures are obsessed with the celestial bodies of their cosmic blessing, which affects everything from their defining beliefs such as the deities they worship to mundane things such as their calendars. In general, these tribes often are haughty, are reclusive, and have high hostility towards outsiders especially cosmo-blessed elves of other cosmic blessings.
It's rare to see cosmo-blessed elves in general outside these specific tribes, but they do exist and are usually able to fit into whatever societies are willing to accept them. These cosmo-blessed elves are far less reclusive and more accepting of others.
Your cosmo-blessed elf has the following traits in addition to the base racial traits of the elf.
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2, and your Dexterity score increases by 1. This trait replaces the Ability Score Increase trait granted by your elf race.
Timeless Body. Your cosmic blessing has extended your life spam. Cosmo-blessed elves can live to be 1500 years old instead of 750 years old. In addition, you stop suffering the frailty of old age when you reach adulthood, and you can't be aged magically. You can still die of old age, however.
Cosmic Blessing. Choose either the blessing of the sun, the moon, or the stars, all of which are detailed below. Your selection both determines your appearance and grants you additional traits.
Blessing of the Sun
Appearance. Sun-blessed elves typically have shining bronze or gold skin as well as yellow or orange hair. Small dark spots may occasionally appear on their skin and hair, though these spots usually don't last longer than a day or two. They will be born with sunshine yellow eyes, which will gradually change color over their lifetime. They will become a slightly brighter yellow at around age 600, a burnt orange at around age 1200, and firey red about 5 to 10 years before they are going to die of old age.
Sunlit Presence. As a bonus action, you can begin emitting or stop emitting sunlight. While you're emitting sunlight, a 30-foot-radius sphere of bright light spreads out from a point centered on you. The sphere is considered to be direct sunlight, and it sheds dim light for an additional 30 feet. The light is magical and is considered to come from a spell of a spell level equal to half your level, rounded up, to a maximum of 9th level. If the light is dispelled by magic, you immediately stop emitting sunlight and can't begin emitting sunlight again using this trait until you finish a long rest.
Solar Fury. Once per turn when you make a weapon attack while you're in direct sunlight other than that of your Sunlit Presence trait, you can intensify the attack using the sunlight. You must decide to use this feature before making the attack roll. If the attack hits, it deals an extra 1d4 fire damage.
Blessing of the Moon
Appearance. Moon-blessed elves typically have both hair and eyes colored either shiny silver or platinum. They commonly have gray skin, though their skin can be any grayscale color. Any particular color of skin becomes more rare the closer it is to absolute black or white. Their skin color also changes with the phase of the moon on the plane they're on (if there is one), becoming slightly lighter during a full moon and slightly darker during a new moon.
Eyes of the Moon. As an action, you can grant yourself the ability to see invisible creatures and objects as if they were visible for an amount of minutes equal to three times your level. During that time, once per turn when you hit with an attack roll against an invisible creature or object which you can see, you can deal an extra 1d4+1 cold damage to the target. You must stare directly at the target to deal this damage. Once you've used this trait, you can't use it again until you finish a long rest.
Lunar Darkvision. Your Darkvision trait allows you to see in darkness as if it were bright light if whatever you're trying to perceive is in direct moonlight and within half your darkvision's radius.
Blessing of the Stars
Appearance. Star-blessed elves have skin and eyes that can be any combination of red, orange, yellow, white, or light blue. They have either black or very dark blue hair. About once per round, a very tiny section of their hair will magically change color to match their skin or eyes for a minute or two. This gives their hair an everchanging starfield pattern design.
Stellar Guidance. While you can see the sky, you always know which way is north, you always know the direction towards locations and landmarks with which you're familiar, and you cannot get lost, except by magical means. In addition, you know the guidance cantrip.
Starry Anguish. Once per turn when you make a weapon attack, you can intensify the attack using the power of the stars. You must decide to use this feature before making the attack roll. If the attack hits, it deals an extra 1d4-1 cold, fire, or lightning damage (your choice), and the creature feels a rather painful burn/chill/shock sensation at the wound or bruise for 1 minute. During that time, a 5-foot-radius sphere of bright light spreads out from a point centered on them, which sheds dim light for an additional 5 feet. The light is magical and is considered to come from a 1st level spell.