Elantrian (5e Race)
From D&D Wiki
Elantrian[edit]
"Legend claimed that they were immortal, or at least nearly so. Their bodies healed quickly, and they were blessed with great strength, insight, and speed. They could perform magics with the bare wave of the hand."
--Brandon Sanderson, Elantris
Beauty of the gods[edit]
Elantrians are normal people, turned Elantrian by a transformation called the Shaod. They now have magical powers, heal quicker than normal. Their skin almost glows, radiating with a beautiful silver. Their hair is white, and they are unspeakably beautiful.
Life in Elantris[edit]
Elantrians live in a city known as Elantris. They live together, sharing in the beauty that is their heritage. They perform magic by drawing Aons. Aons are magical symbols drawn in midair with an Elantrian finger. It truly is a sight to watch.
Elantrian Names[edit]
Elantrians come from all over, so you can name your character whatever you think makes sense.
Elantrian Traits[edit]
Elantrians are people with powerful magic at their fingertips.
Ability Score Increase. A score of your choice increases by 2 and your Charisma score increases by 1.
Age. Elantrians usually live a very long time. Elantrians can live up to 900-1000 years old.
Alignment. Elantrians Differ greatly in their alignments, but most tend to lean towards good.
Size. Elantrians vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Quick healers. You heal unnaturally fast. Whenever you finish a long rest, you create a pool of hit points equal to your level times five. As an action, you can use any of those hit points to heal yourself; 1 per hit point, obviously. If you are a paladin, this does NOT count for your lay on hands, as you can't cure effects and it can only be used on yourself. Any remaining hit points in your pool are destroyed when you start a long rest.
Innate Spellcasters. Elantrians have spellcasting imbued in their blood. You know 2 cantrips from the Wizard spell list. In addition, when you reach 5th level, you can cast Cure Wounds You must finish a long rest before you can cast it again. At 10th level, Choose two Evocation spells from the wizard spell list of 2nd level or lower. You know those spells, and gain two second-level spell slots. You can cast Cure Wounds using this feature.
Enhanced Physical Power. You are proficient in the insight skill, and have advantage on strength checks.
Languages. You can speak, read, and write Common and one other language of your choice.
Back to Main Page → 5e Homebrew → Races