Remove ads by subscribing to Kanka or enabling premium features for the campaign.

  1. Races
High Elf
Mer

Ability Score Increases:

As an Altmer, you are widely considered one of the most intelligent, if not the most intelligent, race in all of Tamriel. As such, you gain +2 to your Int.

As a Summersetian Altmer, you have been brought up around the numerous places of higher learning around the Summerset Isles. You have studied a great deal, but what more,  you have been taught how to use that knowledge. As a Summersetian Altmer, you also gain a +1 to Wis.

As an Alinoran Altmer,  you have been trained by higher society. The Thalmor and other political parties of the Altmer elite have shown you how to interact with the plebians and nobles alike. You have been taught how to hold conversations, manipulate discussion, and lead negotiations. As an Alinoran Altmer, you also gain a +1 to Cha.

Languages:

As an Altmer, you can speak, read, and write, Tamrielic, Aldmeri, Altmeri, and one other language of your choice that you and your DM agree is appropriate.

Creature Type/Size:

You are a Medium-sized Humanoid.

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 color in darkness, only shades of gray.

Speed:

Your base movement speed is 30 ft.

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.

Fey Ancestry:

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Keen Senses:

You have proficiency in the Perception skill.

Highborn Power:

During a short rest, an Altmer may restore one used spell slot of a level no higher than 3rd. They may use this ability only once and must complete a long rest before doing so again.

Cantrip:

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