Long ago, some elves ventured to the Astral Plane to be closer to
the gods. There, they ceased to age and could exist indefinitely
without sustenance.
Astral elves were among the first creatures to
dwell in the Silver Void. As other explorers have reached for the
stars, astral elves have had to reckon with violent neighbors and
strange visitors. Over the eons, astral elves have clashed with numerous
invaders, including psurlons, mind flayers, and githyanki. When dealing
with others, astral elves customarily cover their faces with ornate
visors, becoming faceless extensions of their gods. Their fierce
devotion to the pantheon of elven deities is repaid with divine power.
For example, the gods invest astral elf warriors with the power to
channel the radiant energy of starlight through their weapons, just as
they empower astral elf leaders with the ability to cast spells and
summon solar dragons.
Astral elves ply the Astral Sea and
Wildspace in ships of their own design. These ships are fashioned from
crystals harvested from Wildspace systems and bound together with an
organic, plant-based material that hardens like ceramic. The elves
sculpt these substances in various configurations to create star moths and other vessels. The elves
also reshape the petrified bodies of dead gods found adrift in the
Silver Void, transforming them into floating cities and citadels.
Although
the Silver Void is their home, astral elves often venture into
Wildspace systems and place their ships and citadels in orbit around
stars. Astral elves do this for several reasons. Proximity to a star
allows the astral elves to forge pacts with solar dragons and to collect
starlight, which the elves use to grow crystals and repair their ships.
Most important, astral elves use their time outside the Deep Astral to
replenish their numbers by having and raising children.
Many
astral elves are thousands (in some cases tens of thousands) of years
old. Whatever their disposition, their longevity gives astral elves a
perspective on time that few other kinds of creatures can appreciate.
Whether they choose to live in quiet contemplation or strike out to
explore the far reaches of the multiverse, astral elves tend to see
events happening elsewhere as having little or no meaning to them.
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Darkvision. You
can see in dim light within 60 feet of yourself as if it were bright
light, and in darkness as if it were dim light. You discern colors in
that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Keen Senses. You have proficiency in the Perception skill.
Starlight Step. As
a bonus action, you can magically teleport up to 30 feet to an
unoccupied space you can see. You can use this trait a number of times
equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.
Astral Trance. You
don't need to sleep, and magic can't put you to sleep. You can finish a
long rest in 4 hours if you spend those hours in a trancelike
meditation, during which you remain conscious.
Whenever
you finish this trance, you gain proficiency in one skill of your
choice and with one weapon or tool of your choice, selected from the Player's Handbook.
You mystically acquire these proficiencies by drawing them from shared
elven memory and the experiences of entities on the Astral Plane, and
you retain them until you finish your next long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Word count: 655