Sun Elf
Sun elves are the sky-people of the Dragon's Range: a scattered collection of mountain tribes who have looked upward for so long that their culture, their religion, and their biology have all grown wings. They are masters of the mountain thermals and the high-altitude winds, and their ancient history with Chromatic Dragons has given them both a deep reverence for dragonkind and fire running in their blood.
The Dragon Rider ritual is at the center of sun elf culture. When a young dragon and a sun elf form the bond, it is not merely a partnership but a sacred exchange: the mortal receives power and perspective, and the dragon gains access to the full weight of mortal emotion (grief, joy, terror, wonder) as material for their own spiritual growth. To perform this ritual outside sanctioned conditions is considered heresy. To have performed it correctly is to carry a piece of a dragon's soul alongside your own for the rest of your life.
The sun elf tribes believe their true capital is a flying mountain, lost to time. Scholars outside the Dragon's Range tend to dismiss this as myth. The sun elves do not dismiss it as anything. They are still looking for it.
Sun Elf Traits
Sun elf heroes have access to the following traits.
Signature Trait: Dragonfire Blood
The sacred bond with Chromatic Dragons runs through your blood, granting you resilience against the fire they breathe. You have fire immunity equal to your level.
Purchased Sun Elf Traits
You have 3 ancestry points to spend on the following traits.
Burning Reprisal (1 Point)
The fire in your blood retaliates against those who draw it out. Whenever you take damage from a creature, you can use a triggered action to deal that creature fire damage equal to 1d10 + your level.
Dragon Bond (1 Point)
Your people's sacred history with Chromatic Dragons is written into your blood. You gain an edge on Intuition tests made to sense the emotions and motivations of dragons and dragon-adjacent creatures.
Scorching Strike (2 Points)
You have the following signature ability. Signature abilities can be used at will.
Scorching StrikeChromatic fire erupts from your outstretched hands and scorches your foe.
Magic, Ranged, Strike Main action 📏 Ranged 10 🎯 One creature Power Roll + Might or Presence:
- ≤11: 2 + M or P fire damage
- 12-16: 5 + M or P fire damage; push 2
- 17+: 7 + M or P fire damage; push 3; M < STRONG, prone
Skyborn Grace (2 Points)
The open sky refuses to hold you. Whenever you make a saving throw, you succeed on a roll of 5 or higher.
Swift (1 Point)
You have speed 6.
Wings of Fire (2 Points)
You possess fire-infused wings powerful enough to take you airborne. While using your wings to fly, you can stay aloft for a number of rounds equal to your Might score (minimum 1 round) before you fall. While using your wings to fly at 3rd level or lower, you have damage weakness 5.