Astral Elf

From Astral Adventurer's Guide, page 10; and Unearthed Arcana: Travelers of the Multiverse].

## Traits

(Astral Adventurer's Guide, page 10)

You have the following racial traits.

***Ability Score Increase.*** When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

***Creature Type.*** You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

***Size.*** You are Medium.

***Speed.*** Your walking speed is 30 feet.

***Languages.*** Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

***Astral Fire.*** You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

***Darkvision.*** You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

***Keen Senses.*** You have proficiency in the Perception skill.

***Starlight Step.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Astral Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.

Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.

# Unearthed Arcana: Travelers of the Multiverse

( Unearthed Arcana: Travelers of the Multiverse])

You have the following racial traits.

***Creature Type.*** You are a Humanoid.

***Size.*** You are Medium.

***Speed.*** Your walking speed is 30 feet.

***Astral Fire.*** You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

***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 discern colors in that darkness only as shades of gray.

***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

***Keen Senses.*** You have proficiency in the Perception skill.

***Radiant Soul.*** When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can't use this trait again until you finish a long rest.

***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.

***Trance Proficiencies.*** Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from the "Equipment" chapter of the Player's Handbook). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

## Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you create a character using a
race option presented here, follow these additional rules during character creation.

### Ability Score Increases

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

### Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

### Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character's creature type is.

Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the Cure Wounds spell specifies that the spell doesn't work on a creature that has the Construct type (the autognome being a noteworthy exception by virtue of its True Life trait).

### Lifespan

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries — a fact noted in the description of the race.

### Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.