Reformed Elf (5e Race)
From D&D Wiki
"Elves never quite die. They just move around."
Reformed elves are physically more substantial than their material counterparts, reaching slightly larger heights and weights. Beyond that they maintain the same typical shape and form, though their coloring becomes lighter than in life. A deeply tanned wood elf, for example, would typically end up as pale as a High Elf scholar after the reformation. This is reflected in all their coloring; eyes trend towards white and grays, hair towards white, silver or blonde, complexions typically more like porcelain.
Centuries of continued exposure can, eventually, recolor a reformed elf, though this would only be the longest surviving ones.
An elf of particularly powerful will and power will still eventually die. However, if they are not called to another plane nor their souls captured in some form their spirits will return to the Feywild, drawn by their connection to it. In a plane where will can induce form they slowly collect themselves again into a solid form if left undisturbed. The process usually takes millenia to complete, the soul conscious and aware the entire time.
These forms are loosely based on their previous physical natures, though some changes are to be expected.
These are rare to the point that they have no independent society; rather they blend into the overall Fey society or whatever elven society they come across.
Reformed Elf Names
Elven Reformations typically adopt a new name to signify their new lives, though it is hardly a requirement. Typically they have very Elven or fey-inspired names.
Male: Durothil, Adresin, Eldrin, Sinaht, Faelar
Female: Saida, Isilynor, Solana, Nimia, Pyria
Reformed Elf Traits
Pale elves who are physically larger than most other elves.
Ability Score Increase. Your Dexterity score increases by 2
Age. Reformations are typically seen as “mature” by 5 or 10 years old. They need not die, though they typically do not live longer than their “mundane” counterparts.
Alignment. Elven Reformations are formed from the Feywild itself, and as such are almost exclusively chaotic. They have no trend towards Good or Evil.
Size. Reformations typically form between 4’6” and 5’6”, and weigh between 80 and 130lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Fey Creation. You have advantage on saves against being charmed and magic can’t put you to sleep. You have advantage on Charisma Persuasion checks when interacting with fey.
Ancient Consciousness. By the time a reformed elf reaches maturity they have gathered the loose pieces of their memory and have reformed their memories and mind. You have proficiency in the History skill.
Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious for 4 hours a day (commonly referred to as a “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.
Languages. You can speak Common, Elven, and Sylvan.
Ability Score Increase. Your Wisdom score increases by 1.
Fleet-Footed. Your base walking speed increases by 5 feet.
Fey Magic. As a manifestation of the Feywild, you have a limited magical potential within you. You can cast faerie fire once, and regain the ability to cast this spell with this feature after a long rest. At 3rd level, you can cast spike growth once with this feature before you need to complete a long rest. At 5th level, you can cast speak with plants once before needing a long rest. Wisdom is your spellcasting ability for these spells.
Natural Stealth. You can attempt to hide even when you are only lightly obscured by natural foliage, heavy rain, falling snow, mist, or other similar conditions.
Ability Score Increase. Your Intelligence score increases by 1.
Deep Study. Your previous understanding of magic before reconstructing yourself has granted you incredible insight into the nature of the world. You gain expertise in the Arcana skill.
Elven Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Language. You gain one extra language of your choice.
Deeper Magic. As a manifestation of the arcana, you have an innate magical potential within you. You can cast the mage hand cantrip. Starting at 3rd level, you can cast identify once, and regain the ability to cast this spell with this feature after a short or long rest. At 5th level, you can cast detect magic once with this feature before you need to complete a long rest. Intelligence is your casting ability for these spells.