Though they were once light elves, the dark elves were consumed by the powers of Void and allied with it. Native to the Ginnungagap, some have come to live on the surface of Anchor under the leadership of the Forsaken God and his Apostles.

Dark elves have, without exception, inky black skin and silvery hair. However, subtle variations exist, and their skin may appear shadowy and faintly translucent, or iridescent with tones of purple, blue, or green. Likewise, their hair may contain shades of pink, yellow, blue, or other colors. Eyes are mostly black, with large pupils, and the iris is only barely visible.

  • Ability Score Increase: Your Intelligence score increases by 2.
  • Age: As with all elves, dark elves age rather slowly, generally reaching physical maturity in their late 20s. Culturally, however, they are generally considered adults when they receive their tattoos, generally by the age of 60 or so. They generally live for at least 3 centuries, and have been known to live for 700 years with little difficulty.
  • Size: Varying from 5' to 5'6", Dark Elves are Medium size.
  • Speed: Your base walking speed is 30 feet.
  • Superior Darkvision: Accustomed to the sunless night of Void, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Runescarred: Covered in elaborate runic tattoos, you have a natural affinity for magic. You learn the light cantrip, except you can only target your tattoos. In addition, you can sense the presence of magic within 30 feet, but you can't pinpoint the location or school of magic of such effects.
  • Magical Schooling: You have proficiency in the Arcana skill.
  • Languages: You can read, write, and speak Dark Speech (a highly technical and complex language spoken in the Ginnungagap) and Tradespeech (a bastardized version of High Elven).

Rune of the Shadow

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Mask of Shadow: You can cast disguise self with this trait, using Intelligence as your spellcasting ability. Alternatively, you can use your bonus action to become invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Rune of the Beserker

  • Ability Score Increase: Your Strength score increases by 1.
  • Matrix of Pain: As a reaction when you take damage, you may either reduce your damage taken by 1d6, or increase your next damage roll against the source of the attack by an extra 1d6. Once you use this trait, you can't use it again until you finish a short or long rest.

Rune of the Magus

  • Ability Score Increase: Your Constitution score increases by 1.
  • Sustained Power: If you are concentrating on a cantrip, you can use your bonus action to sustain the spell via your tattoos. A sustained spell lasts until the end of its maximum duration, as though you were concentrating on it, though you are free to concentrate on another spell while the sustained spell is active. Alternatively, as a reaction when you would make an ability check to maintain concentration, you may automatically succeed. Once you use this trait, you can't use it again until you finish a short or long rest.

Most dark elves who travel to the surface purchase special goggles (1 gp) available in most any dark elf community. These negate the sunlight sensitivity trait, but limit darkvision to 60 feet. They can be toggled on and off with a bonus action on the character's turn. While in controlled situations this effectively grants them superior darkvision with no drawbacks, they can be made vulnerable with rapidly shifting light levels.

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