Jukion Elf Race

See also: Kyrevan's Dream Wiki and Races of Jukion

Elf woman in pact with Lady of the Mist

## Appearance

The elves of Jukion's Salineir and Vocatan bear the mark of the fey, a result of their close connection to sacred woods, mystical mists, or nature's enchantments. In addition to their iconic pointed ears, they may display various abnormalities such as horns, tails, or extra eyes. These unique characteristics can grant special bonuses to the elves, though the specifics should be discussed and determined in collaboration with the Dungeon Master based on the individual's traits and the campaign's context.

### Subraces

All elven subraces adhere to the main appearance scheme, but each embraces unique characteristics that align with their respective backgrounds. Wood elves frequently manifest traits akin to forest animals, such as deer antlers or fox tails. High elves, on the other hand, often display features reminiscent of creatures found in mountainous, hill, or plain regions, like ibex or goat horns, rock bird eyes, or sporadic feathers. Half-Mannesks tend to adopt traits associated with trees, such as branches growing in place of horns and hair intertwined with sporadic bark or leaves, with hair colour changing based on their chosen season. Sea elves boast gills in addition to their noses and can showcase traits like fins in place of horns or a luminescent lure embedded in their foreheads. In rare instances, their skin colour may shift from the natural elven range of pale, tan and brown to fish-like hues.

## Skills

**Speed**. Your speed is 30ft.

**Darkvision**. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of grey.

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

**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.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Subrace Features and Ability Improvements

### Wood Elf

Dex +2; Wis +1

**Fleet of Foot**. Your base walking speed increases to 35 feet.

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

### High Elf

Dex +2; Int +1

**Cantrip**. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

**Extra Language**. You can speak, read, and write one extra language of your choosing.

### Half-Mannesk

Dex +2; Con +1

**Fey Step**. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

* **Autumn**. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
* **Winter**. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
* **Spring**. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
* **Summer**. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

### Sea Elf

Dex +2; Con +1

**Sea Elf Training**. You have proficiency with the spear, trident and net.

**Child of the Sea**. You have a swimming speed equal to your walking speed, and you can breathe air and water.

See also: Kyrevan's Dream Wiki and Races of Jukion