Elf, Sea
Common Cultures: Artistic, Caravan, Collegiate, Cosmopolitan, Feywild, Itinerant, Natural, Undersea
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft., 30 ft. swim
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 discern colors in that darkness only as shades of gray.
You have a swimming speed of 30 feet, and you can breathe air and water.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
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 retain consciousness.
Whenever you finish this trance, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Paragon Options
Aquatic Predator
Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have Advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have Disadvantage on saving throws against spells and abilities you use.
Blessing of the Naiad
Your connection with the feywild has granted you the protection common to water nymphs. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison and psychic damage.
Elfsight
Nature cannot block the legendary accuracy of your people. You gain the following benefits:
- An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose disadvantage on your ability checks relying on sight.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Elven Accuracy
As in the feat from Xanathar's Guide to Everything, but with the ability score increase removed.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Prophetic Instincts
Your ability to detect danger is supernatural, and sometimes see divergent possibilities by seeing a few moments into the future. You gain the following benefits:
- You can’t be surprised except when incapacitated by something other than nonmagical sleep.
- When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. Your foretelling roll can be used only once. When you finish a long rest, you lose your foretelling roll if it is unused.