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DnD Races Elves of Earth (Wildfey)

Dungeons and Dragons – Mystara

Races – Elves of Earth (Wildfey)

Source: Plane Shift – Zendikar (5e-wiz-psz), Elves of Alfheim (0e-gaz-05)

Also known as Wild Elves or Joraga.

The survival of their nation and its traditions is the Joraga elves’ only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans’ aggressive exterior.

They are tied to the sphere of Matter, the element of Earth, and the colours of green and yellow.

D&D RacesElven Traits

  • Ability Score Increase: Dexterity +2
  • Alignment: Elves are Chaotic in general
  • Size: Elves are between 6 and 7 feet tall. Your size is Medium
  • Speed: Your walking speed is 30 ft
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Elf Gifts (Level Up) Choice of Mystic Rapport, Prescient Vision or Preternatural Awareness
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces

Wildfey Nationalities

Clans:

  • Grunalf (Alfheim) The Grunalf clan holding of Ainsun lies in the densest forests of Alfheim, between the River of Monsters and the Black Lake Rivers. This has produced a clan of avid monster-hunters, foresters, and gardeners
  • Vahadar (Wendar)

D&D Elven Clan GrunalfAlfheim (Mainly Elves of Earth – Wildfey)
Settlement – Ainsun (Alfheim(5,3)), Dewdrop (Alfheim(5, 1)), Misthaven (Alfheim(6,7)), Thornbush (Alfheim(3,5)),

Elven Clans – GrunalfArloen Treelife (Alfheim – Representative, Rgr14/Drd10), Durifern Widefarer (Clanmaster, Rgr10/Wiz9),

  • DnD Elven Clan Grunalf Hilt
  • DnD Elven Clan Grunalf Heraldry
  • DnD Elven Clan Grunalf Arrow

The Grunalf clan holding of Ainsun lies in the densest forests of Alfheim, between the River of Monsters and the Black Lake Rivers. This has produced a clan of avid monster-hunters, foresters, and gardeners.

The Grunalfs are involved in maintaining the forest of Alfheim. The greatest foresters, the best trackers, the most prodigious hunters are said to come from Ainsun. The Grunalfs are also the best boatsmen of the Alfheim elves. They specialize in canoes and kayaks which act as platforms for their monster hunting.

The Grunalfs bore the brunt of the Shadowelf invasion centuries ago, and are especially vigilant in sniffing out new outbreaks of the Broken Landers. Many great Treekeepers have come from the Grunalfs. Their ability at growing things and keeping them alive is unmatched anywhere in Alfheim.

The Grunalf naming convention is similar to that of Long Runner and Red Arrow in that they each take a use name, which has no magical significance, but in addition to, rather than instead of, a real name.

Clanmaster Durifern Widefarer is frequently absent from Council meetings. When present, he stays quiet and then votes in a way no one expects him to. He stays on good terms with his fellow Council Members, though few consider him an asset to the council.

Converting Gunalf Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Grunalf elves prefer Ranger and Druid as their match.

Wildfey Heritage

  • Height – men and women 6’ 6″.
  • Complexion
  • Colouration
  • Known Locations – Alfheim, Wendar
  • Traits – based on the wild elves and meets any requirements requiring that race.

Wildfey Traits

  • Ability Score Increase: Dexterity +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.
  • Elf Weapon Training: Proficiency with Longsword, Shortsword, Shortbow and Longbow or four proficiencies of your choice with GM permission.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Earthologist, Elvenologist.
  • Wild Elf: Count as a Wild Elf.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Most Wildfey Elves have the Earth Aspected Traits, to select other elemental traits please gain the game masters permission.

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Wildfey Character Options

  • Locations: Alfheim, Wendar
  • Elven Feats: Elven Accuracy, Forestland Magic

Woodfey Class Options

Wildfey Campaign Examples

Wildfey Elven Racial Magical Items

tba.

Elven Magical Items (35)

Items by Elven Race: (C8/U16/R6/VR5)

  • Bloodfey (Darkness) – Sacrificial elves of the Hollow World
  • Nomadfey (Air) – Traders and Crafters.
  • Seafey (Water) – They exist above and below the water.
  • Seasonfey (Elements) – All about change.
  • Shadowfey (Darkenss) – Albino elves of the underworld
  • Skyfey (Air) – Flying elves.
  • Spiritfey (Fire) – Chosen few of the gods.
  • Sunfey (Fire) – The more magically inclined elves.
  • Wildfey (Earth) – Specialise in stalking and hunting.
  • Woodfey (Earth) – Specialise in material relating to the forests.
All Elven Items (35)

1 – Armour (Total 3): Animated Shield (VR), Elven Chain (R), Mithril Armour (U),

2 – Books (Total 4): BOOKS ON (Dragonlore (U), Dragonology (U), Elvenology (R)), Spellbook of Primal Magic (C),

3 – Charms (Total 3): CHARM OF (Plant Command (R) , Remove Curse (U), Restoration (R)),

4 – Potions (Total 6): Elixir of Health (R), POTION OF (Growth (U), Healing (C, Greater (U), Superior (R), Supreme (VR))),

5 – Staffs (Total 1): Staff of Flowers (C),

6 – Wands (Total 3): WAND OF (Wand of Entangle (U), Wand of Magic Missile (U), Wand of Web (U))

7 – Weapons (Total 5): AMMUNITION ENHANCEMENT (+1 (U), +2 (R), +3 (VR)), Arrow of Life (VR), Unbreakable Ammunition (C), Walloping Ammunition (C)

8 – Wondrous Items (Total 10): Boots of Elvenkind (U), Bracers of Archery (U), Broom of Flying (U), Cloak of Elvenkind (U), Hat of Wizardry (C), Instrument – Harp (VR), Lantern of Revealing (U), Pot of Awakening (C), Quiver of Ehlonna (U), Rope of Mending (C),

Common Elven Items (8)

Common Item Value
Price: (1d6+1) x10 gp (20 to 70 gp) – 50% for consumable items
Base Price: 50 gp or 25 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Books (Total 1): (1) Spellbook of Primal Magic

2 – Potions (Total 1): (1) Potion of Healing

3 – Staffs (Total 1): (1) Staff of Flowers

4 – Weapons (Total 2): (1) Unbreakable Ammunition, (2) Walloping Ammunition

5 – Wondrous Items (Total 3): (1) Hat of Wizardry, (2) Pot of Awakening, (3) Rope of Mending

Uncommon Elven Items (16)

Uncommon Item Value
Price: (1d6) x100 gp (100 to 600 gp) – 50% for consumable items
Base Price: 400 gp or 200 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Armour (Total 1): (1) Mithril Armour

2 – Books (Total 2): BOOSK ON ((1) Dragonlore, (2) Dragonology)

3 – Charms (Total 1): (1) Charm of Remove Curse

4 – Potions (Total 2): POTION OF ((1) Growth, (2) Healing – Greater))

5 – Wands (Total 3): WAND OF ((1) Wand of Entangle, (2) Wand of Magic Missile, (3) Wand of Web),

6 – Weapons (Total 1): (1) Ammunition Enhancement +1

7 – Wondrous Items (Total 6): (1) Boots of Elvenkind, (2) Bracers of Archery, (3) Broom of Flying, (4) Cloak of Elvenkind, (5) Lantern of Revealing, (6) Quiver of Ehlonna

Rare Elven Items (7)

Rare Item Value
Price: 2d10 x1,000 gp (2,000 to 20,000) – 50% for consumable items
Base Price: 12,000 gp or 6,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Armour (Total 1): (1) Elven Chain

2 – Books (Total 1): (1) Books on Elvenology

3 – Charms (Total 2): CHARM OF ((1) Plant Command, (2) Restoration),

4 – Potions (Total 2): (1) Elixir of Health, (2) Potion of Healing – Superior

5 – Weapons (Total 1): (1) Ammunition Enhancement +2

Very Rare Elven Items (5)

Very Rare Item Value
Price: (1d4+1) x10,000 gp (20,000 to 50,000 gp) – 50% for consumable items
Base Price: 30,000 gp or 15,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Armour (Total 1): (1) Animated Shield

2 – Potions (Total 1): (1) Potion of Healing – Supreme

3 – Weapons (Total 2): (1) Ammunition Enhancement +3, (2) Arrow of Life

4 – Wondrous Item (Total 1): (1) Instrument – Harp,

Designing the Wildfey Elves

These are based on the Wild Elves.

Content Updates

Mystara Races

The Races Overview

Dragonkind Overview: Air (Crystalborn, Silverborn, Whiteborn), Darkness (Blackborn, Brassborn, Onyxborn), Earth (Copperborn, Emeraldborn, Greenborn), Fire( Amberborn, Goldborn, Redborn, Rubyborn), Water (Blueborn, Bronzeborn, Sapphineborn)

Dwarven Overview: Air (Hillbound), Darkness (Shadowbound), Earth (Stonebound), Fire (Craftbound), Water (Seabound)

Elven Overview: Air (Nomadfey, Skyfey), Darknes (Bloodfey, Shadowfey), Earth (Wildfey, Woodfey), Fire (Spiritfey, Sunfey), Water (Seafey), Elements (Seasonfey)

Genasi Overview: Air (Airchild), Earth (Earthchild), Darkness (Darkchild), Fire (Firechild), Water (Waterchild)

Giantkind Overview:

Gnome Overview: Air (Skykin), Darkness (Shadowkin), Earth (Forestkin), Fire (Tinkerkin), Water (Tradekin)

Halfling Overview: Air (Southshire), Darkness (Eastshire), Earth (Highshire), Fire (Heartshire), Water (Seashire)

Human Overview: Air (Hattian, Heldannic, Kerendan, Thyatian), Darkness (Nuari), Earth (Atruaghin, Ethengarian, Makistani), Fire (Alasiyan, Thothian, Traladaran), Water (Makai)

Inner World

Humans Overview: Fire – Nithian

D&D 5E in Mystara

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Class Builds
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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