Shard Elf

Shard Elves, often called "Foreclaimers" were one of the elf tribes to lose access to their arcane connections. As such, they left and found a small island of their own. This island had access to various crystals with a light purple color to them. Through special studies, they were able to empower the crystals with special properties. With it, they were able to empower themselves with various addons and abilities. However, while some Shard Elves are still alive, that island is now destroyed by an unknown event.

Age : Shard Elves share similar lifespan to High Elves. They're lifespan is slightly reduced due to the lack of arcane connections, but with the crystals they can be expanded to 1000 years.

Alignment : Most Shard Elves tend to be pragmatic, and lean heavily into Lawful. This might be due to their intense study with the shards of their homeland.

Size : Shard Elves can stand between 6 to 6 and a half feet tall and weigh over 200 Pounds. Your size is Medium.

Speed : Your movement speed is 30 Feet.

Languages : Shard Elves are able to speak Common and Elven.

Ability Score Bonuses : Wisdom gains a +2.

Powered by Arcane : When powered, you do not need to sleep nor can you be put to sleep from magical effects.

Augmentations : As a Shard Elf, you had gained some special augmentations to your body. Choose two of the following:


 * Anti-Bodies : You gain resistance to poison damage, and advantage when resisting diseases and poisons.
 * Camouflage : You can cast Invisibility on yourself for 2 Rounds. This can only be used once per long rest.
 * Danger Sense : You gain proficiency in Dexterity saving throws.
 * Darkvision : You gain darkvision of 60 Feet
 * Feline Reflexes : You gain a bonus 10 Feet movement speed.
 * Flame Retardence : You gain Fire resistance.
 * Gills : You gain the ability to breath underwater.
 * Heighten Metabolism : You gain a +1 to Constitution.
 * Mana Boon : Your maximum Mana is increased by 2.
 * Muscle Enchantment : You gain a +1 to Strength
 * Perceptive : You gain proficiency in Perception checks.
 * Solar Blast : While in direct sunlight, you can fire a beam of pure, concentrated light out of your eyes in a 15 Foot line. Any creature(s) in the line must make a Dexterity saving throw (DC = 8 + your Proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 1d6 + your character level Fire damage, and half as much on a successful one. You can use this ability a number of times equal to your Wisdom modifier per long rest.