Lost Elf (5e Race)

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Lost Elf[edit]

The lost elves are a race with a striking resemblance to elves, but with advanced technologies. They set out to find new life hundreds of years ago, leaving behind only a few trusted individuals in charge. The rest were frozen until a new home could be found.

Physical Description[edit]

The lost elves were genetically modified to adapt to danger and new environments, which altered their appearance close to an anthropomorphic version of beasts: wolves, tigers and big cats, and reptiles. The lost elves have eyes that glow in various colors, which vary by individual lost elves some have been known to change color based on moods. They can change their physical appearance into a shape that has a striking resemblance to the elves.


Shortly after the lost elves departed their planet in order to find new life, a freak accident has killed the pilots and stranded the space-ship into the space. After a long drift through the deep space, the space-ship finally crash-landed into a realm unknown to the bold and unfortunate explorers. This incident, known as the Great Fall to the descendants of the lost elves, is now recent history, dating back to only a couple cnturies. Most lost elves lost most of there memories rom there past life Little is known of the origin of there species including their home planet and realm, except for the archives discovered within the ruins of space-ship and oral traditions from the members of the lost elf community.


Slowly but steadily, the lost elves have rebuilt their community from the Great Fall, preserving and teaching knowledge, building a great city on the ruins of their space-ship, and sending some of the bravest among them to explore the wildest frontier they have ever faced.

Lost Elf Names[edit]

Despite the fact that they have no direct relation to the elves hailing from the realm they crash-stranded, the lost elf names have uncanny resemblance to some of the conventional elf names.

Male: Alidir, Canor, Danen, Darniv, Elhan, Fanin, Garntano, Hanfarth, Jandoien, Legolas, Loth, Manindair, Orion, Paven, Quandal, Randern, Sanvan, Steve, Tanian, Undiar, Volde, Wanfanahana, Xander, Yiral, Zievex.

Female: Aneca, Beleana, Cive, Eyowen, Farfallie, Havana, Jenenver, Lorean, Mandolin, Orhane, Parnwarnen, Remea, Selfah, Tradinei, Vefe, Yari, Zevia.

Lost Elf Traits[edit]

Not-relatives of elves, genetically modified and stranded from an expedition gone awry.
Ability Score Increase. Your Intelligence score is increased by 1.Or yourWisdom score is increased by 1
Age. Because of the genetic engineering from the homeland, lost elves tend to mature faster and live longer than most of other races. Lost elves fully mature around the age of 15 and can live about 1200 years.
Alignment. Lost elves have innate curiosity and a strong sense of community, eager to meet and befriend new friends and acquaintances. Lost elves tend to scale on either good and/or chaotic.
Size. Lost elves are taller than elves, standing at six to seven-and-a-half feet, and have a broader build. Your size is medium.
Speed. Your base walking speed is 30 feet.
Technology Friendly. You have proficiency with tinker's tools.
Darkvision. The genetic engineering you went through enabled you to see in the dark to some degrees. 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 cannot discern color in darkness, only shades of gray.
Stunner. Although the majority of lost elf technology is, well, lost, an archive discovered within the stranded space-ship has revealed a blueprint for a peculiar weaponry, which quickly became a standard equipment for lost elf adventurers.
You are proficient with stunners, an exotic weapon that resembles a wand with a trigger attached. A stunner is a martial ranged weapon that has the light, range (30/60), and reload properties. On hit, the stunner does not deal damage to the target; instead, the target must make a Constitution saving throw against your intelligence or wisdom check, Constructs are unaffected and undead have advantage on this saving throw. On a failed save, the creature becomes stunned until the end of its next turn.
A stunner does not require conventional ammunition; instead, it has a built-in crystal that fuels energy for its blast. A stunner has 4 charges. Each time you make an attack with a stunner, the stunner expends one charge. A stunner regains 1d4 charges daily at dawn. If you expend the stunner's last charge, roll a d20. On a 5 or lower the stunner is overheated and cannot be used until you repair it with appropriate tools. The repairing process takes 1 hour, and it can be performed during a short rest or long rest.
If your stunner is lost or destroyed, you can craft a new stunner during downtime using a hand crossbow and tinkers tools. The stunner has a market value of 150 gp for this purpose. when selling the stunner have your Dungeon Master roll on the "selling a Magic item table in the dungeon master's Guild. if another creature picks up this item, and attempts to use it roll of the alien items table in the Dungeon Masters Guile
Aspect of the Beast. You can shape-shift your own physical appearance to utilize your genetic modification to full capacity. The transformation take one action to preform this transformation can be preformed a number of times and for a number of hours equal to your Constitution modifier Minimum Of 1 time or hour, for that time you transform into the beast form. While you are in the beast form, you gain racial features according to your subrace. You use a bonus action to revert to the elf form or back to beast from (as long as you have at least one use left). Wile you are in beast form you have disadvantage on all charisma checks to pass yourself of as another person except intimidation, and you can only speak though grunting hissing growling etc(you can still cast spells with somatic and material components.
Languages. You can speak, read, and write common and elvish. Your spoken elvish has a distinct accent that can be classified as either "exotic" or "weird think American- British."
Subrace. The lost elves have three subracees, based on their genetic modification: Lupine, Feline, and Reptilian.


Lupine lost elves have their genes modified to simulate the stamina and ferocity of wolves and other canine creatures.

Ability Score Increase. Your Strength score is increased by 2.
Lupine Strength. You have proficiency in the Athletics skill.
Heightened Smell. You have advantage on all Intelligence (Investigation) and Wisdom (Perception) checks that rely on smell.
Lupine Stamina. While you are in the beast form, difficult terrain no longer costs additional movement speed for you. Additionally, if you are travelling alone while in beast form, difficult terrain does not slow your travel.
Lupine Savagery. While you are in the beast form, when you score a critical hit with a melee attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Thick Fur. While you are in the beast form, you have advantage on exhaustion saves in extreme cold, and you have resistance to cold damage, but you take an extra 1d4 fire damage when ever you take fire damege.


Feline lost elves have their genes modified to simulate the grace and dexterity of tigers and other large cats.

Ability Score Increase. Your Dexterity score is increased by 2.
Feline Grace. You have proficiency in the Acrobatics skill.
Blindsense. You can perceive your surroundings within 10 feet of you without relying on sight, as long as you can hear.
Feline Vision. While you are in the beast form, your darkvision has a radius of 120 feet.
Feline Agility. While you are in the beast form, your movement speed is increased by 5 feet, and you add 1 your on the Dexterity (Sleight of Hands) and Dexterity (Stealth) checks.


Reptilian lost elves have their genes modified to simulate the tenacity of many reptile creatures.

Ability Score Increase. Your Constitution score is increased by 2.
Fortified Body. Your hit point maximum is increased by 1. Additionally, whenever you gain a level, your hit point maximum is increased by 1.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Reptilian Tremorsense. While you are in the beast form, you can detect and pinpoint the origin of vibration within 60 feet of you, as long as you and the source of the vibrations are in contact with the same ground or substance. You cannot detect flying or incorporeal creatures this way.
Reptilian Resilience. While you are in the beast form, you gain a +1 bonus to AC, and you have resistance to fire damage but you take an extra 1d4 cold damage.

Random Height and Weight[edit]

5′ 8″ +2d10 95 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a lost elf character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I think everyone around me are all savages. Except for the gnomes. At least they know some things.
2 I am always eager to explore the new world. A whole new world is just out there, waiting to be discovered.
3 I said my kind should have never left that old world, wherever it used to be.
4 I am only here to collect knowledge, period. Nothing else.
5 I have all the wonderful toys around me, and will stop at nothing to introduce these gadgets to others.
6 I am the smartest person around now that I have left my old place, shut up wizard guy.
7 I am treated as an animal, so I treat them as prey. That's not my fault.
8 I am tired of all these questions concerning myself and my kind. Seriously, whoever asks me "What's that wand-thing you've got there?" one more time will get shot in the face, with that wand-thing.
d6 Ideal
1 Mission. No one can stop me. I am on a mission from my people. (Lawful)
2 Knowledge. My kind used to have an advanced technology. It is a duty of my kind to teach others what I know. (Good)
3 Curiosity. The new world surprises me every now and then. I want to see more, I want to know more. (Neutral)
4 Pride. I hail from the greatest race the world have ever seen, and I am the greatest one within my kind. (Evil)
5 Might. I know better than anyone else - I am supposed to rule them all. (Evil)
6 Solitude. No one leaves me alone - my kind, other kinds, and even the fate. I want to be alone, that's what I all want for. (Chaotic)
d6 Bond
1 Honor is my code. If I do not live up to my honor, my life would be pointless.
2 I miss the people I used to know before I left my homeland. I wonder if they are all right without me.
3 I once met this guy who is the last of his kind. I feel for him, and I want no one else to suffer the same fate we faced.
4 I have volunteered to the expedition with my family. I hope this world is safe for them.
5 I built most of my equipment all by myself. So would you kindly take those hands off them, pretty please?
6 If there is one thing, one thing that is the most important in this world, it would be myself, especially my life and well-being.
d6 Flaw
1 I am right. Always. Even when I am actually wrong.
2 I'd rather die than take down on my honor.
3 I am quick to anger, and slow to calm down.
4 Sometimes I have this thought that rational thoughts are rather... boring.
5 I have to express exactly what I have in mind. Why should I be subltle on that bastard I don't like, anyway?
6 I just can't get why everyone is fussing about something so meaningless.I don't care about your so called acompleshments

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