It was considered a great honor for a member of an aquatic elven family to be a priest of Deep Sashelas. These temples were cultural centers for the aquatic elves, serving both secular and spiritual purposes. Aquatic elves held promises sacred and would rather die than fail to complete something they had sworn to do. If they died in the process, their kin took over the responsibility to complete it. The slightest implication that an aquatic elf wouldn’t keep his word was deeply offensive.
Surprisingly, the haughty sun elves viewed aquatic elves as almost their equals. They believed that aquatic elves served the same purpose below the waters as the sun elves did above, bringing civilization to the world and preserving elven traditions and knowledge. The aquatic elves had their own language that, while clearly related to standard Elvish, was very distinct and not immediately understandable to non-aquatic elves. It was very similar to the language of dolphins, with squeals and clicks interspersed through it. Different languages are more or less common among different groups of aquatic elves, but Elvish and Aquan were known by many groups, as was the Common tongue among those who lived near the shore.
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Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, paddington bear stuffed toy and they are more often good than not. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated.
The viability and usefulness of a sea elf character depend heavily on the campaign in question. Most campaigns have a mixture of environments, especially ones that involve a great deal of travel. Sea elves fair best in campaigns where there are water sections. This means they won’t be as useful in a desert campaign as they would in a swashbuckling pirate campaign. Depending on the type of campaign the DM is running, a sea elf character can be an incredible asset to the group.
Sorcerers can learn to cast both Darkvision and Water Breathing, but with so few spells known, that’s a tragic misuse of your limited resources. In an aquatic campaign, getting Darkvision and the ability to breath underwater from your race are crucial, so the Sea Elf is a good choice. Other aquatic races which offer innate spellcasting (especially more recent races which can re-cast their spells) may be more effective, but the Sorcerer is still a fine choice for the Sea Elf. In an aquatic campaign, the Sea Elf makes a fine rogue. Darkvision, Perception proficiency, and cold resistance are all great.
While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. Anyone can learn how to swim, right (narratively, I mean; I know that, mechanically, gaining a swim speed is not as simple)? Narratively, it doesn’t really feel like your Sea Elf heritage is manifesting particularly strongly, and mechanically, it seems like a weak trade for Skill Versatility… However, in that case, it stated Aquatic Half-Elves were the children of Sea Elves and Sea Humans.
Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows. Notify administrators if there is objectionable content in this page. If you want to discuss contents of this page – this is the easiest way to do it. 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. Your Dexterity score increases by 2, and your Constitution score increases by 1.
In the small corner of the Menagerie Coast however, there are two unique and rarely seen subraces. The subraces provided here come from the Player’s Handbook and Mordenkainen’s Tome of Foes, so either of those books will have the information that you’re looking for. The information given here is strictly content from the Basic Rules , so it’s pretty limited. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace.
An elf’s senses are so keen that she practically has a sixth sense about hidden portals. Aquatic elves are ruled by a loose feudal system, with clans of aquatic elves swearing fealty to noble houses who take oath to protect those clans beneath them. All it takes to confer nobility upon a clan is to have another clan swear fealty to it, so most clans have had times in their histories when they were considered nobility. Mechanically, not only are these elves capable of teleporting in a manner comparable to an Eladrin, but when they do, they gain resistance to all damage types until their next turn.