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DnD Races Elves of Fire (Sunfey)

Dungeons and Dragons – Mystara

Races – Elves of Fire (Sunfey)

Source: Players Handbook (5e-wiz-ph-23), Elves of Alfheim (0e-gaz-05)

Also known as High Elves.

Culturally based on an elitist aristocratic French (Wendar), Spanish (Glantri) and German (Alfheim).

They believe that reputation, proprietary and discipling are the founding aspects of their lives and belief system. They honour Ilsundal above other elven deities and think of their tree keepers as the living representation of their god. There is no greater disrespect you can make amongst their kind that being disrespectful of a treekeeper. Since the fall of blackmoor destroyed their original homeland, they have held humans and genasi with distrust and other races with contempt.

Their current homeland is Wendar, a place reserved for Sunfey alone. Tallest of the elves, except for those in Glantri who are the shortest of the elves (coming in at 4 ½ ft tall on overage).

They are tied to the sphere of Energy, the element of fire, and the colours of red 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

Sunfey Nationalities

Clans:

  • Clan Alhambra (Glantri) – A group of short elves (4 to 5 ft) with a Spanish style culture
  • Clan Feadil (Alfheim) – This is the most recent major clan to join the clans of Alfheim. The progenitors of the clan first arrived magically through the rainbow gate as they fled Moorkroft’s conquest of the Sylvan Realm.
  • Clan Mealidil – (Alfheim) claims to be the true clan of the founder of Alfheim, Mealiden Red Arrow. They claim that this achievement by one of their own grants them the position of cultural arbiters for all that is truly elvish, and they back up the claim with an extensive library of writings and other recordings on the history of elves and those they deal with
  • Clan Red Arrow – (Alfheim) provides the rank and file of any elven army. As the clan responsible for stopping six major invasions, they take their position as defenders of Alfheim and the forests very, very seriously.
  • Wendar (Wendar)

D&D Elven Clan AlhambraGlantri (Mainly Elves of Fire – Sunfey)
Settlements:

Elven Clans – Alhambra
de BelcadizDona Ilona (Coolhands in Alfheim, F, Brd10/Wiz19)
de Leon y ValdexMarianita Lucia (F, Wiz19),

While not a half-elf, or family history of human blood, their short stature has squished their features making the resemblance.

Converting Alhambra 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. Alhambra elves prefer Rogue and Wizard as their match.

D&D Elven Clan FeadilAlfheim (Mainly Elves of Fire – Sunfey)
Settlements: Algorn’s Last Stand (Alfheim(13,24)), Feador (Alfheim(-9,21))

Elven Clans – FeadielDyradyl Feadiel (Clanmaster, Ftr10/Drd15),

  • DnD Elven Clan Feadil Hilt
  • DnD Elven Clan Feadil Heraldry
  • DnD Elven Clan Feadil Arrow

This is the most recent major clan to join the clans of Alfheim. The progenitors of the clan first arrived magically through the rainbow gate as they fled Moorkroft’s conquest of the Sylvan Realm. Feadiel is perhaps the most paranoid of the elven clans. Anyone and anything not of Alfheim, and sometimes not of the clan, is distrusted – after all, Moorkroft first came as a friend. Only druids are not distrusted.

As a result of their late-comer status, the Feadiel elves make a point of their clan name in all dealings with outsiders and take umbrage when it is forgotten. The Feadiel elves are on good terms with most dwarves. However, this attitude is strongly tried by the antics of the Thorns of Rockhome (see The Dwarves of Rockhome Gazetteer).

Feadiel has many adventurers. The clan wishes to expunge the record of its cowardice for not staying to face the onslaught of Moorkroft. Feadiel also has the highest percentage of adventuring elves who return to the forest after wandering.

Feadiel elves are also the least likely to ask another clan for help. They feel a need to show they can take care of themselves. Feadiel is foremost among the clans in its lore of the Tree of Life, and Feadiel Treekeepers are valued anywhere that there are Trees of Life.

Clanmaster Dyradyl Feadiel continually argues for restricted human access to Alfheim and a renewed elven regard for the worship of Ilsundal. He thinks that Lynnwyll and Brendian are dangerous adventurers.

Converting Feadil 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. Feadil elves prefer Paladin and Druid as their match.

D&D Elven Clan Mealidil Alfheim – (Mainly Elves of Fire – Sunfey)
Settlements – Goblinpark (Alfheim(-4,11)), Mealidor (Alfheim(-1,11))

  • DnD Elven Clan Mealidil Hilt
  • DnD Elven Clan Mealidil Heraldry
  • DnD Elven Clan Mealidil Arrow

Clan Mealidil claims to be the true clan of the founder of Alfheim, Mealiden Red Arrow. They claim that this achievement by one of their own grants them the position of cultural arbiters for all that is truly elvish, and they back up the claim with an extensive library of writings and other recordings on the history of elves and those they deal with.

The collection is so large that they had to grow a special combined Sentinel and Home Tree to hold it all. Most books or other records of historical interest found by adventurer elves wind up in the library of Mealidor. Mealidil is easily the most conservative of the clans. Their leaders consistently wear out-of-date clothing fashioned after that worn by the followers of Mealiden 1,800 years ago. Their answer for any problem is to research the Annals of Mealiden and find what he did in a similar situation.

Clanmaster Mealidan can be counted on for the most conservative reaction to any question that comes before Council, but, is not an isolationist like Beasthunter or a paranoid like Dyradyl. He just wants everything to be done “as Mealiden would have us do it.”

D&D Elven Clan Red Arrow Alfheim – (Mainly Elves of Fire – Sunfey)
Settlement – Dragontree (Alfheim(-7,1)), Dreamland (Alfheim(0,-8)), Shieldtree (Alfheim(-1,-6))

Elven Clans – Red ArrowBrightsword (Captain of the Guard, M455, Ftr9/Wiz9),

  • DnD Elven Clan Red Arrow Hilt
  • DnD Elven Clan Red Arrow Heraldry
  • DnD Elven Clan Red Arrow Arrow

This is a clan of militant warriors. Where the Grunalf’s provide the scouts and trackers, Red Arrow provides the rank and file of any elven army. As the clan responsible for stopping six major invasions, they take their position as defenders of Alfheim and the forests very, very seriously.

As a result of their continual contact with outside realms, the leaders of Red Arrow waver between isolationism and cosmopolitanism. They favor a closed Alfheim as the ultimate protection against foreign influence and conquest, but at the same time they have seen and adopted the practices of many foreign military establishments. Among the elves, the closest thing to dwarven or human discipline can be seen in the elite archers of the Red Arrow clan.

This clan was once a part of the Mealidil clan. During Mealiden’s long march to find a homeland, the Red Arrows were his honor guard who protected him and provided most of their military force. At that time they were simply the Red Arrow Guard. Eventually, their way of life changed so much from the Mealidil kinsmen that Mealiden declared them a new clan. When the clans finally settled in the steppes which became the Alfheim forest, the Red Arrows purposely established themselves on the easiest access from the human settlements which became Darokin, just so they could be the first elves to feel the brunt of an invasion. They have been granted their wish many times.

Like the Longrunners, the Shieldtree elves hide their real names and take use names suited to their personalities, personal histories, or enthusiams. Unlike the Longrunners, the Red Arrow tribesmen tend to keep their use names throughout their lives, sometimes taking on extra names if some other facet of their existence becomes supremely important to them.

Clanmaster Redsword Truetalker represents the military viewpoint on the Council. He favors anything that will build up Alfheim’s ability to defend itself, which includes weapons from other lands. However, he dislikes having large numbers of unaccounted-for non-Alfheimers in Alfheim at any one time and would just as soon tear Alfheim Town down (which he proposes at each meeting). In any non-military question, his participation is usually a disaster.

Converting Red Arrow 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. Red Arrow elves prefer Fighter and Wizard as their match.

Sunfey Heritage

  • Height – men and women 7’ 6″. (Elves of Glantri are 4′ 6″)
  • Complexion
  • Colouration
  • Known Locations – Alfheim, Glantri, Wendar
  • Traits – based on the high elves and meets any requirements requiring that race.

Sunfey Traits

Racial OptionsElvenSunfey (Elf of Fire) Traits

  • Ability Score Increase: Intelligence +1.
  • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom or Charisma is your spellcasting ability for it (whichever is higher).
  • Cunning Diplomat (Sunfey) You can always use Intelligence, when making a Deception, Insight, Intimidation or Persuasion check.
  • Extra Language (Sunfey) You know two extra language of your choice.
  • High Elf Education – You are proficient in Culture and one additional skill of your choice.
  • High Elf Weapon Training (Sunfey) 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: Fireologist, Elvenologist.
  • Racial Subtypes: Count as a Elf, High Elf and Humanoid.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As according to the Aspected traits a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

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

Elemental AspectsFire Aspected Traits

  • Ability Score Increase: Intelligence +2
  • Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Fire Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Character Options – All Fire Aspected Sub-Races

Sunfey Character Options

Sunfey Class Options

  • Bard
  • Cleric Domain of Fire
  • Druid
  • Sorcerer – Satyr Bloodline
  • Warlock

Sunfey Campaign Examples

Sunfey 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 Sunfey Elves

These are based on the High 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
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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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