Alfar

Alfar are a race of humanoids that have deep a connection to the planes. All Alfar are connected to and sustained by one of the planes, called their Source, and their personalities, appearances, and goals often reflect their Source. Because of this, the Alfar have no unified civilization, instead living in either their Source plane or on the material plane among other races. In fact, due to all Alfars' drive to protect and further the aims of their Source, they frequently come into bitter conflict with each other, with the hostilities between the Divine, Abyssal, and Infernal Alfar being the prime example of these rivalries

Strange Birth

Though the first Alfar were created by the transformation of mortal races, later Alfar are formed directly from the Source. When there comes a time a new Alfar is to be made, multiple Alfar of the same Source will travel to their Source plane. There, over the course of many month the 'parent' Alfar will harvest small fragments of the Plane and form them into a humanoid body. After the formation of the body, the 'parents' conduct a ritual to imbue the body with a portion of the plane's power to bring it to life.

Limited Numbers

Due to each Alfar holding within themselves a piece of their Source plane's power, there can only ever be a limited amount of Alfar of a single Source at a time. Any more than that number can drastically weaken a plane, possibly causing collapse if this limit is drastically exceeded.


As such, most Alfar have a strong instinctual and conscious drives to protect and serve their Source.

Racial Features

As an Alfar, you gain the following features:

Ability Score Increase. Your Dexterity Score increases by 1.

Age. Alfar are born fully mature and do not age.

Alignment. They range all across the Alignments a lot like humans, the best and worst of them exist in equal measure, however specific subraces may be inclined towards certain alignments, depending on their Source.

Size. Alfar grow about anywhere between 5 and 6 feet, with some Subraces growing as tall as 7 feet tall, their Weight is lighter than the average human. Your size is Medium.

Speed. Your base walking speed is 30ft.

Darkvision. You can see in dim light within 30 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.

Antimagic Susceptability. Whenever you are in an area of anti-magic or targeted by a dispel magic spell, you must make a Constitution saving throw. On a success, you lose access to all of your racial features (including ASI) and gain a level of exhaustion. On a failure, you are incapacitated. These effects last until you are removed from the area of anti-magic or for 1 minute in the case of being targeted by dispel magic.

Regardless of success of failure, you gain a level of exhaustion for every 10 minutes you spend within an area of anti-magic or affected by dispel magic.

Magical Sustenance. Your Source sustains you. Your food, air, and water requirements are halved.

Sources

Arcane Alfar

The Arcane Alfar were the first Alfar to come into being. Inititally, they were a group of powerful mages and followers of Mystra who wanted to bring themselves closer to the Weave. The modern Arcane Alfar are often found pursuing arcan mysteries and are generally indifferent to other goals.

Ability Score Increase. Your Intelligence Score increases by 2.

Languages. You can speak, read, and write Common and Draconic.

Arcane Attunement. You may cast the detect magic or identify spells without expending a spell slot or material components a number of times equal to your proficiency bonus per long rest. Intelligence is you spellcasting ability for these spells.

Arcane Resilience. As a reaction to taking magical damage, you may reduce that damage by an amount equal to your proficiency modifier.























Divine Alfar

The first Divine Alfar were made as boons to mortals who had served the gods well. The ascension fell out of favor after the gods had made as many Alfar as their domains could support. Divine Alfar temperments tend to take after the god that they are connected to.

Ability Score Increase. Your Wisdom Score increases by 2.

Languages. You can speak, read, and write Common and Celestial.

Divine Attunement. You may cast the detect evil and good or protection from evil and good spells without expending a spell slot or material components a number of times equal to your proficiency bonus per long rest. Wisdom is you spellcasting ability for these spells.

Divine Resilience. You are resistant to necrotic and radiant damage and have advantage on saving throws against poison and disease.





















Primal Alfar

The Primal Alfar were the second Alfar to come into being. Seeing the success of the Arcane Alfar, a group of druids replicated the process, but connected themselves to nature instead of to the weave. Due to their connection to nature, Primal Alfar temperments run from placid as a tree to irritable as a badger, though their alignments tend towards neutral.

Ability Score Increase. Your Dexterity and Wisdom Scores increase by 1.

Languages. You can speak, read, and write Common and Sylvan.

Primal Attunement. You may cast the detect poison and disease or animal friendship spells without expending a spell slot or material components a number of times equal to your proficiency bonus per long rest. Wisdom is you spellcasting ability for these spells.

Primal Resilience. Once per turn, you may reduce non-magical bludgeoning, piercing, or slashing damage you take by an amount equal to half your proficiency modidifier.



















Abyssal Alfar

Initially created in an one-up-manship contest between demons and devils, Abyssal Alfar are formed randomly, at the whims of whatever demons feels like it when a slot for another Abyssal Alfar opens. Barring extreme circumstances, Abyssal Alfar always end up Chaotic Evil.

Ability Score Increase. Your Dexterity and Charisma Scores increases by 1.

Languages. You can speak, read, and write Common and Abyssal.

Born of the Abyss. You have claws on your hands that count as natural weapons which you can use to make unarmed strikes. On a hit, they deal 1d6+your Strength or Dexterity modifier slashing or piercing damage. Additionally, a number of times per long rest equal to your proficieny modifier, when you hit with and attack with your claws, you may cause that attack to deal additional fire damage equal to your proficiency modifier.

Abyssal Resilience. You are resistant to fire and cold damage and have advantage on saving throws against the frightened condition.


Shadow Alfar

Initially created by the Raven Queen as a rare reward for her warlocks, Shadow Alfar population increased rapidly after a couple enterprising necromancers discovered that the conversion to Shadow Alfar was easier than the conversion to lichdom.

Ability Score Increase. Your Constitution and Charisma Scores increase by 1.

Languages. You can speak, read, and write Common and Undercommon.

Necromantic Constitution. Once per long rest whenever would be reduced to 0 hit points you may instead drop to 1 hit point. Additionally, you are resistant to necrotic damage and can cast false life on yourself without expending a spell slot a number of times equal to your proficiency modifier. Charisma is your spellcasting ability for this spell.



























Infernal Alfar

Initially created in an one-up-manship contest between devils and demons, the Infernal Alfar are usually created with a specific purpose in mind and are trained for it from the moment of their birth. Accordingly, Infernal Alfar are almost always Lawful Evil.

Ability Score Increase. Your Charisma Score increases by 2.

Languages. You can speak, read, and write Common and Infernal.

Raised in Hell. You are proficient with light armor and two martial weapons of your choice. Additionally, you may cast the command spell a number of times equal to your proficieny modifier per long rest. Charisma is your spellcasting ability for this spell.

Infernal Resilience. You are resistant to fire and cold damage and have advantage on saving throws against the charmed condition.

Mechanus Alfar

From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day the crude biomass you call a temple will wither and you will beg my kind to save you. But I am already saved. For the Machine is Immortal. - Archmage Dominus, the first Mechanus Alfar

Ability Score Increase. Your Intelligence Score increases by 2.

Languages. You can speak, read, and write Common and a language of you choice.

Mechanical Body. At the end of a long rest you may configure parts of your body into a set of tools with which you are proficient until the end of a long rest. Additionaly, you may cast the alarm and unseen servant spells as rituals using Intelligence as your spellcasting ability.

Mechanical Mind. You are resistant to psychic damage and may add your Intelligence modifier to any saving throws against enchantment and illusion spells and to resist the frightened and charmed conditions.























Elemental Alfar

The first Elemental Alfar were created by genies new to wish granting when mortals asked them for immortality. Elemental Alfar temperments can change from day to day, depending on which element they are closest to at the time.

Ability Score Increase. Your Constitution and Charisma Scores increase by 1.

Languages. You can speak, read, and write Common and Primordial.

Elemental Attunement. At the end of a long rest you may prepare two of control flames, gust, mold earth, or shape water to be able to cast until the end of your next long rest. Charisma is your spellcasting modifier for these spells.

Elemental Resilience. At the end of a long rest you can choose one of cold, fire, acid, or lightning damage and gain resistance to that damage type until the end of your next long rest.






















Ethereal Alfar

Ethereal Alfar first formed in haunted areas left alone for long enough for the spirits there to gain corporeal form. Due to their undead origins, Ethereal Alfar tend towards Evil alignments in pursuit of whatever goal caused them to linger.

Ability Score Increase. Your Charisma Score increases by 2.

Languages. You can speak, read, and write Common and a language of your choice.

Spectral Jaunt. A number of times per long rest equal to your proficiency modifier, as a bonus action, you can take on a spectral form for 1 minute. While in this form you can pass through solid objects as if they were difficult terrain and make no noise. If you revert or end your turn while inside an object, you are ejected to the nearest unoccupied space and take force damage equal to the number of feet you were moved.

Ethereal Resilience. You are resistant to necrotic and poison damage, have advantage on saving throws against the poisoned condition, and are immune to disease

Racial Feats

Biological Adaptation

Prerequisite: Alfar
You have trained your body to be less dependant on your Source, ganing the following benefits.

  • Your Constitution score increases by 1, to a maximum of 20.
  • Whenever you need to make a saving throw for your Anti-Magic Susceptability feature, you suffer no effects on a success and suffer the previous effects of success on a failure.
Abyssal Evolution

Prerequisite: Abyssal Alfar
Tapping into your Abyssal heritage, your body has evolved into a combat machine.

  • The damage dice for your claws become d8s and whenever you attack with your claws, you may attack twice instead of once when you take the attack action on your turn. This does not stack with Extra Attack or other similar features.
  • When you're not wearing armor or wielding a shield, you may add your charisma modifier to your AC.
Arcane Insight

Prerequisite: Arcane Alfar
You have explores your connection to the Weave to the utmost, granting you the following benefits.

  • When you cast detect magic you learn the exact nature of any magical effects in range. Additionally, while under the effects of detect magic, whenever you see a creature that can cast spells, you learn whether their spell casting is learned or innate, and what their spellcasting ability is.
  • Whenever you cast a spell that reqires you to make a roll to determine its efficacy (i.e. dispel magic, teleport), you may add your proficiency bonus to that roll.
Divine Emissary

Prerequisite: Divine Alfar
Your god has rewarded your service by freeing you from the ground.

  • As a bonus action, if you're not wearing medium or heavy armor, you may manifest a pair of wings that grant you a flying speed equal to your walking speed until you dismiss them as another bonus action.
  • You learn the sending spell and may cast it at will as long as the target is within a location dedicated to your god (i.e. a church). You may also cast the spell normally using any spell slots you have. Wisdom is you spellcasting ability for this spell.
Elemental Avatar

Prerequisite: Elemental Alfar
You have deepened your connection to the elemental planes.

  • All cantrips from your Elemental Attunement feature are always prepared for you.
  • When you choose resistances for your Elemental Resilience feature, you may choose 2 resistances instead of 1.
Ethereal Body

Prerequisite: Ethereal Alfar
You have worked on your spectral form to the point that it resides almost entirely in the Ethereal plane. While you are in your spectral form, you are resistant to non-magical damage, but vulnerable to radiant damage.

Infernal Contractor

Prerequisite: Infernal Alfar
Tapping into your Infernal heritage, you've learned to make Contracts. As an action, you make a Pact between two willing creatures that you touch. One of the creatures may be you. None of the creatures may be suffering from the charmed condition or under the influence of dominating effects such as Suggestion when the Pact is made. The specifics of the agreement are up to the agreeing creatures. It should be clear what constitutes breaking the agreement, as well as what completes it (if applicable).

If a creature engaged in a Pact breaks the agreement, that creature immediately loses hit points equal to your level d4 + your level.

When a Pact is broken, it ceases to bind the other creatures involved in the Pact, unless specifically stated when the Pact was made.

You immediately know when a Pact is broken, and by whom, though you don't know details such as where the creature is or specifically how it was broken.

Mechanus Consistency

Prerequisite: Mechanus Alfar
You've managed to integrate one of the greatest strngths of machinery into yourself - consistency.

  • One ability score of your choice increases by 1 to a maximum of 20.
  • Whenever you make a roll that adds the chosen score's modifier to the result, you may treat any roll of 4 or lower as a 5.

You may take this feat up to 3 times, choosing a different ability score every time.

Primal Instinct

Prerequisite: Primal Alfar
You've used the wild magic within you to enhance yourself.

  • You cannot be surprised while you are conscious.
  • The jump and longstrider spells are added to the list of spells you may cast with your Primal Attunement feature.
Shadow Friend

Prerequisite: Shadow Alfar

  • Whenever you are in an area of dim light or darkness, you may turn invisible as a bonus action and stay that way until you move, make an attack, cast a spell, or are in an area of bright light.
  • Once per long rest you may summon an Indentured Spirit (GGR p.209) as if by the animate dead spell. Additionally, as an action, while the spirit is within 100 ft. of you, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. The spirit dissipates after a long rest.










Grafted Demiplane

Wether through birth, crazed arcane incidence, or sane experimentation done by a demented scholar, you've had a demiplane grafted to your soul. Though some may choose to ignore or bury this part of themselves, you've decided to develop the demiplane.

Grafted Demiplane Magic

Starting at 1st level, you learn additional spells, when you reach certain levels in this class, as shown on the Grafted Demiplane Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Grafted Demiplane Spells
Level Spell
1st magnify gravity
3rd immovable object
5th pulse wave
7th gravity sinkhole
9th far step
11th gravity fissure

Pocket Dimension

At 1st level you have learned to store and retrieve items from your demiplane. As an action, you may teleport an item in your hand that weighs no more than 5 pounds into your demiplane. The object remains within the demiplane until you spend an action to retrieve it.

Your demiplane can hold a maximum of (your Charisma score * your proficiency modifier) pounds of material at a time.

Defensive Storage

Starting at 6th level, as a reaction to being targeted by a spell or ranged attack that targets only you, you send that attack or spell into your pocket dimension. This reaction costs 3 sorcery points for an attack or 3 + the spell's level sorcery points for a spell.

You must have room in your pocket dimension for the ammunition or spell in order to use this feature. A piece of ammunition counts as its normal weight and a spell counts as having a weight in pounds equal to 5 times its level.

A piece of ammunition stored with this feature can be retrieved normally whereas a spell simply disspates and doesn't take up any room in your pocket dimension after this feature is used.














Offensive Storage

Starting at 14th level, as part of a use of the Defensive Storage feature, you may expend double the sorcery points to redirect the attack or spell back at the original attacker or caster using your Charisma modifier for the attack rolls and spell save DC.

Greater Demiplane

At 18th level, you grafted demiplane stabilizes enough for you to access it easily. You learn the demiplane spell and it doesn't count against the number of spells you know.

Additionally, one per short or long rest, you may cast demiplane to access your own demiplane without expending a spell slot.

A Plane of Existence

Optional, replaces Sorcerous Restoration
At 20th level, you've grown your demiplane into a full plane of existence.

  • You no longer age and cannot be aged by any means.
  • Your demiplane is now a sphere 1 mile in diameter and you may store as much material as you can fit within it, regardless of weight.
  • So long as your plane exists, resurrection spells targeting you do not require material components or your body and can be cast regardelss of how long you've been dead.
Grafted Demiplane as a Wizard Subclass

This subclass can be used for wizards with the following modifications.

  • features are recieved in the same order but at 2nd, 6th, 10th, 14th, and 20th level.
  • Intelligence replaces Charisma
  • for Defensive storage, the wizard learns counterspell and it doesn't count against the number of spells that they can prepare. Ranged attacks count as 1st level spells for the purposes of the feature
  • Offensive storage requires that an additional spell slot of 3rd level or higher be expended instead of additional sorcery points
  • For Greater Demiplane, demiplane doesn't count against the number of spells the wizard can prepare each day

Alfar Sorcery

Although Alfar follow many different paths, the most common is to expand the power of the planar shard that gives them life.

Alfar Sorcery Restrictions

As the name suggests, Alfar sorcery is restricted to the Alfar as it deals specifically with expanding Alfari racial capabilities and, lore wise, a shard of one of the planes is needed to practice it, generally something only possessed by the Alfar or by those who are so powerful that they have no need to use the shards power in this manner.

If you are not playing an Alfar but would like to use this Sorcerous Origin, work with your DM to determine how your character got access to their planar shard, and how to incorporate its powers with your character's race.

Alfari Magic

Starting at 1st level, you learn additional spells, depending on your Source, when you reach certain levels in this class, as shown on the Alfari Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Additionally, whenever a feature you gain from this class refers to your Charisma, you may use the ability score associated with your Source instead.

Abyssal Alfar Charisma
Level Spell
1st hellish rebuke
3rd heat metal
5th fireball
7th wall of fire
9th immolation
11th tenser's transformation
Arcane AlfarIntelligence
Level Spell
1st magic missile
3rd levitate
5th dispel magic
7th arcane eye
9th telekinesis
11th contingency

Divine AlfarWisdom
Level Spell
1st sanctuary
3rd zone of truth
5th revivify
7th aura of purity
9th commune
11th heal
Elemental AlfarCharisma
Level Spell
1st chromatic orb
3rd dragon's breath
5th elemental weapon
7th conjure minor elementals
9th conjure elemental
11th planar ally
Etheral AlfarCharisma
Level Spell
1st dissonant whispers
3rd invisibility
5th blink
7th mordenkainen's faithful hound
9th mislead
11th mass suggestion
Infernal AlfarCharisma
Level Spell
1st cause fear
3rd suggestion
5th enemies abound
7th summon greater demon
9th dominate person
11th summon fiend
Mechanus AlfarIntelligence
Level Spell
1st grease
3rd magic weapon
5th tiny servant
7th fabricate
9th animate objects
11th disintegrate
Primal AlfarWisdom
Level Spell
1st entangle
3rd summon beast
5th speak with plants
7th giant insect
9th tree stride
11th conjure fey


Shadow AlfarCharisma
Level Spell
1st ray of sickness
3rd ray of enfeeblement
5th vampiric touch
7th blight
9th enervation
11th create undead

Powerful Shard

At 1st level, your practice with your innate powers allows you to recover faster. Any racial abilities you have that require a long rest to recover now recover after a short rest.

Source Attunement

At 6th level you gain the Alfar racial feat associated with your Source.

Planar Calling

At 14th level, your connection to your Source allows you travel there at will. You learn the plane shift spell and it doesn't count against the number of spells you know. Additionally, when you cast plane shift to travel to your Source plane, it requires neither a spell slot, nor material components.

Unclear Source

For most subraces, the Source plane is in the name, however, in the case of some subraces the Source isn't as clear and you may want to discuss what the source could be. For example, I imagine the Arcane Alfar Source to be the Astral Plane.

Shard Plane

By 18th level, you've enhanced your shard to the point that it begins to emulate its parent plane. You learn the demiplane spell and it doesn't count against the number of spells you know. Additionally, you may cast the spell at will, however, when cast this way it always targets the same damiplane - the one contained within you. This damiplane resembles your Source plane, and, as it is fundamentally a part of you, should this demiplane ever be destroyed you die and cannot be brought back by any means short of a wish spell. You may also store and retrieve items from your demiplane as if by the wristpocket spell.

Planar Avatar

Optional, replaces Sorcerous Restoration
At 20th level, you have managed to fuse your shard into your Source becoming a true avatar of your Plane.

  • Whenever you die, roll a d20. On a roll of 10 or higher, you reform at a random location on your Source plane without your equipment and having gained the benefits of a long rest after 1d10 days. If you die on your Source plane, you automatically succeed on the roll.
  • You may use your racial abilities and cast your 1st level Alfari Magic spell at will.

The Material Alfar

The Material Plane is inherently non-magical and unexceptional on the grand scale of the multiverse. It is only through the Weave that the Material plane is connected to other worlds and the fantastical allowed to intrude upon the mundane.

However, some areas remain immune to these intrusions, stubbornly holding on to their normality and lack of excitement and wonder. They take pride in that they are exceptional only in that they are completely unexceptional.

One of these areas, a medium sized field that produced crop of moderate quality located somewhere close to the center of the farming district of a moderately successful town in the middle of a kingdom of middling age and power, was so utterly unexcetpionally uninteresting, that its dullness came a full circle and produced something truly extraordinary.

His name is Fred.


Fred

Medium Humanoid, Neutral Good


  • Armor Class 30
  • Hit Points 1000
  • Speed 100 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities all
  • Senses passive Perception 10
  • Languages Common
  • Challenge 30 (155,000 XP)

Magic Immunity. Fred and anything he's holding, carrying, or has touched in the last minute is completely immune to all magic. Additionally, any attacks Fred makes ignore resistance and immunity.

Actions

Multiattack. Fred makes 4 attacks in any combination of Hit and Throw

Hit. Melee Weapon Attack: +20 to hit, reach 5ft., one target. Hit 38 (5d10 + 10). Fred attacks with his fists or whatever he happens to be holding at the moment.

Throw. Ranged Weapon Attack: +20 to hit, reach 300 ft., one target. Hit 38 (5d10 + 10). Fred throws a pebble or whatever else happens to be on hand.

The Far Alfar

Once thought to be yet another set of humanoid abberations coming from the Far Realm to plague the world, groups of enterprising (if morally suspect) mages and researchers managed to capture some of the Far Alfar. In their studies and experiments, they found that their captured specimens shared many similarities to other Alfar, including an innate dependance on a connection to the Far Realm, and that they died within hours of being cut off from it. Thir confirmation came from the fact that through special rituals over the corpses of these abberations, a Planar Shard of the Far Realm could be crystallized.

Though the first research group was eventually hunted down and destroyed due to their morally dubious experimentation extending to mortals, their research on the Far Alfar was published and studies by others. Through this research, non-abberations began to interact with the Far Alfar and found that, though extraordinarily alien as most abberations are, they were not unreasonably hostile and could be reasoned with. Through these interactions the Far Alfar learned of and adapted to life within the Planes of Existence. Though the specifics of how they adapted vary among each member of the Far Alfar, there are loosely defined categories: the Arrivals, the Hunter's, the Sage's, and the Paragons.

Far Alfar Arrival. Newly born or freshly arrived from the Far Realm, the Arrivals are generally less powerful and more hostile than Alfar who are older or more adjusted to life within the Planes of Existence.
Arrivals can be found anywhere, as there is little precision when it comes to entering the Planes of Existence from the Far Realm. Due to their alien nature and general hostility, most Arrivals do not survive for long.

Far Alfar Hunter. The Hunters are Alfar with a more mercenary disposition. Often hired assassins and bounty hunters, they use their innate magics and ability to travel into the Ethereal Plane to deadly effect. Though generally unbound, in some rare cases, exceptionally rich or powerful individuals may keep them as guards or spy masters.
Like most assassins, Hunters try their best to keep their location secret and usually have extensive information networks to keep themselves appraised of any danger. As such, one does not so much find a Hunter as simply make their intentions known and wait for the Hunter to come to them.

Far Alfar Sage. Sages have developed a fascination, an obsession some would say, with the Planes of Existence. A place of such order and consistency and how it may have come to be is a question that haunts them day and night and they spend their existence in pursuit of answers. As such, all Sages are extrordinarily knowledgable on almost every topic, though extracting information from them can be extrordinarily difficult as they only act when their actions can lead to further learning.
Sages, for all their alien natures, are much like mortal wizards in that all that one needs to find them is to search any libraries or research centers they can get to.

Far Alfar Paragon. Little is known of Paragons, as even when taking an active role, they take care to reveal as little of themselves as possible. It is, however, generally accepted (by those who know of them at all) that the Paragons are old, powerful, and master manipulators.
From the few records there are of encounters with Paragons, they can be found as the 'power-behind-the-throne' in various kingdoms and empires - or even disguised as kings and emperors. On a few more apocalyptic occasions, they were found leading armies of abberations in bids to conquer or destroy the cosmic imporbability that is the Planes of Existence.


Far Alfar Arrival

Medium Abberation, Neutral Evil


  • Armor Class 11 (14 with mage armor)
  • Hit Points 45 (6d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 15 (+2) 19 (+4) 16 (+3) 9 (-1)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 13, Darkvision 60 ft.
  • Languages Deep Speech, Telepathy 60 ft.
  • Challenge 3 (700 XP)

Innate Spellcasting (Psionics). The Arrival can innately cast the following spells, requiring no spell slots or material components. Its spellcasting ability is Intelligence (+6 to spell attack, spell save DC 14).

At Will: mage armor (self only), detect magic
3/day each: chaos bolt, dissonant whispers, sleep
1/day each: crown of madness, enthrall, tasha's mind whip

Alien Mind. The Arrival's Mind is alien to non-abberations, just as non-abberation minds are alien to it. When the Far Alfar deals psychic damage to a creature that isn't an abberation, that creature takes double damage. In turn, the Far Alfar has vulnerability to psychic damage from creatures that aren't abberations.

Actions

Multiattack. The Arrival uses Mind Sliver twice.

Mind Sliver. Ranged spell attack +6 to hit, reach 60 ft., one target. Hit: 8 (1d6+4) psychic damage and the target subtracts 1d4 from the next saving throw it makes before the end of the Far Alfar's next turn.

Claw. Melee weapon attack +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) slashing damage.


Far Alfar Hunter

Medium Abberation, Neutral Evil


  • Armor Class 15 (18 with mage armor)
  • Hit Points 90 (12d8 + 24)
  • Speed 30ft., 40 ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 15 (+2) 19 (+4) 16 (+3) 9 (-1)

  • Saving Throws Dexterity +9, Intelligence +8
  • Skills Perception +7, Stealth +14
  • Condition Immunities charmed, frightened
  • Senses passive Perception 17, Darkvision 60 ft.
  • Languages Deep Speech, Telepathy 60 ft.
  • Challenge 7 (2,900 XP)

Innate Spellcasting (Psionics). The Hunter can innately cast the following spells, requiring no spell slots or material components. Its spellcasting ability is Intelligence (+6 to spell attack, spell save DC 14).

At Will: mage armor (self only), detect magic
3/day each: chaos bolt, dissonant whispers, sleep
1/day each: crown of madness, enthrall, tasha's mind whip

Alien Mind. The Hunter's Mind is alien to non-abberations, just as non-abberation minds are alien to it. When the Hunter deals psychic damage to a creature that isn't an abberation, that creature takes double damage. In turn, the Far Alfar has vulnerability to psychic damage from creatures that aren't abberations.

Actions

Multiattack. The Hunter attacks 3 times in any combination of Claw and Mind Sliver.

Mind Sliver. Ranged spell attack +6 to hit, reach 60 ft., one target. Hit: 11 (2d6+4) psychic damage and the target subtracts 1d4 from the next saving throw it makes before the end of the Far Alfar's next turn.

Claw. Melee weapon attack +9 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) slashing damage and 7 (1d4+4) psychic damage.

Ethereal Stride. The Hunter magically enters the Ethereal Plane from their current plane, or vice versa.































Far Alfar Sage

Medium Abberation, Neutral


  • Armor Class 18
  • Hit Points 150 (20d8 + 40)
  • Speed 30ft., 30ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 15 (+2) 23 (+6) 16 (+3) 16 (+3)

  • Saving Throws Constitution +7, Intelligence +11, Wisdom +8, Charisma +8
  • Skills Arcana +16, History +16, Insight +8, Investigation +16, Nature +16, Perception +8, Religion +16
  • Condition Immunities charmed, frightened
  • Damage Resistances non-magical bludgeoning, piercing, and slashing damage
  • Damage Immunities psychic
  • Senses passive Perception 18, Truesight 60 ft.
  • Languages All, Telepathy 60 ft.
  • Challenge 16 (15,000 XP)

Innate Spellcasting (Psionics). The Sage can innately cast the following spells, requiring no spell slots or material components. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks).

At Will: mage armor (self only), detect magic
3/day each: chaos bolt, dissonant whispers, sleep
1/day each: crown of madness, dream, enthrall, tasha's mind whip, plane shift

Spellcasting. The Far Alfar Sage is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It has the following wizard spell prepared:

Cantrips (at will): mage hand, mending, minor illusion, prestidigitation, shocking grasp
1st (4 slots): gift of alacrity, identify, magic missile, magnify gravity
2nd (3 slots): calm emotions, detect thoughts, mirror image, misty step
3rd (3 slots): counterspell, dispel magic, fireball
4th (3 slots): banishment, confusion, gravity sinkhole
5th (3 slots): scrying, wall of force
6th (1 slot): globe of invulnerability, gravity fissure
7th (1 slot): teleport, reverse gravity
8th (1 slot): maze, mind blank
9th (1 slot): gate, time stop

Abberant Constitution 1/day. As a reaction, the Sage may gain immunity to all damage and succeed on all saving throws until the start of its next turn.

Actions

Multiattack. The Sage uses Mind Sliver twice.

Mind Sliver. Ranged spell attack +11 to hit, reach 60 ft., one target. Hit: 24 (4d6+6) psychic damage and the target subtracts 1d4 from the next saving throw it makes before the end of the Far Alfar's next turn.

Claw. Melee weapon attack +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) slashing damage.






















Far Alfar Paragon

Medium Abberation, Lawful Evil


  • Armor Class 18
  • Hit Points 315 (30d10 + 150)
  • Speed 30ft., 60ft. fly (hover)

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 20 (+5) 20 (+5) 20 (+5) 23 (+6)

  • Saving Throws Strength +9, Dexterity +10, Constitution +14, Intelligence +14, Wisdom +14, Charisma +15
  • Skills Deception +20, History +12, Insight +19, Investigation +12, Intimidation +20, Perception +12, Persuasion +20
  • Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned
  • Damage Resistances non-magical bludgeoning, piercing, and slashing damage
  • Damage Immunities psychic
  • Senses passive Perception 22, Truesight 60 ft.
  • Languages All, Telepathy 60 ft.
  • Challenge 23 (50,000 XP)

Innate Spellcasting (Psionics). The Paragon can innately cast the following spells, requiring no spell slots or material components. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks).

At Will: mage armor (self only), detect magic
3/day each: chaos bolt, dissonant whispers, sleep
1/day each: crown of madness, dream, enthrall, tasha's mind whip, plane shift

Spellcasting. The Far Alfar Paragon is an 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It has the following wizard spell prepared:

Cantrips (at will): mage hand, mending, minor illusion, prestidigitation, shocking grasp
1st (at will): gift of alacrity, identify, magic missile, magnify gravity

2nd (at will): calm emotions, detect thoughts, mirror image, misty step
3rd (3 slots): counterspell, dispel magic, fireball
4th (3 slots): banishment, confusion, gravity sinkhole
5th (2 slots): scrying, wall of force

Overwhelming Mind. The Paragon ignores resistance and immunity to psychic damage. Additionally, any attempt to read or modify the Pragon's mind, or deal psychic damage to it results in the instigator suffering the effects of Mind Sliver and the Paragon becomes aware of their location and identity.

Abberant Constitution 2/day. As a reaction, the Paragon may gain immunity to all damage and succeed on all saving throws until the start of its next turn.

Actions

Multiattack. The Paragpn makes 4 attacks in any combination of Claw and Mind Sliver.

Mind Sliver. Ranged spell attack +12 to hit, reach 60 ft., one target. Hit: 23 (4d6+5) psychic damage and the target subtracts 1d4 from the next saving throw it makes before the end of the Far Alfar's next turn.

Claw. Melee weapon attack +10 to hit, reach 5 ft., one target. Hit: 10 (1d12+3) slashing damage and 15 (4d4+5) psychic damage.

Legendary Actions

The Paragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Paragon regains all of its legendary actions at the start of its turn.

Cast (Variable). The Paragon casts one of its spells, expending a legendary action for each level of the spell (minimum 1).

Detect (Costs 1 Action). The Paragon makes a perception check.

Mind Sliver (Costs 1 Action). The Paragon makes a Mind Sliver attack.

Planar Shard

Wondrous Item, Legendary

A small shard, no larger than a deck of cards, of one of the Planes of Existence. Despite its small size, the shard is pure, crystallyzed power and can be used to fuel many powerful magics.

Planar Crafting. By expending 1000gp worth of various magical materials and the Planar Shard and succeding on a DC 25 Arcana check, a spell-caster capable of casting 7th level spells may create either an Amulet of the Planes or, if they can cast 9th level spells, a Cubic Gate. The process takes at least 1 week of uninterrupted work (assuming 12 hours of work each day). On a failure, the magical ingredients are wasted, but the Shard remains intact.

Enhanced Conjuration. When the holder of the shard casts a conjuration spell to summon a creature from the plane the Shard is formed of, that creature gains 10 temporary hit points per level of the spell. Additionally, whenever the holder casts misty step, dimension door, teleport, plane shift, or gate, the spell cannot be blocked or prevented by anything short of a 9th level spell or effect of similar power.

Alfari Magic (requires attunement by a creature capable of casting 5th level spells). The Shard has 6 charges and regains 1d4+2 charges daily at dawn. These charges can be used to cast the Alfari Magic spells associated with the plane the Shard is formed from, expending 1 charge per level of the spell. The Shard uses its bearer's spell attack bonus and save DC.












































Alfar Hunter's Baton

Weapon(club), rare(requires attunement)

A weapon adapted and simplified from mage hunter designs, specifically for the capture of Alfar and other beigns that require a constant connection to magic to survive.

The Alfar Hunter Baton is magical club that grants a +1 bonus to attack and damager rolls made with it.

The Alfar Hunter baton has 6 charges and regains 1d4+2 charges daily at dawn. Whenever you touch a creature or object or hit it with an attack with the Baton, you may expend 1 charge to cast dispel magic on that creature or object at 3rd level (Save DC 15). Additional charges may be expended to cast the spell at a higher level at a rate of 1 exra charge per level.

Design Notes

Initially, the Alfar were just supposed to be a sort of reflavored elf. Slightly more mystical and mostly for my personal use. Then I started to have ideas and they just kept coming until I ended up with this. So if you end up with the impression that the Alfar are kinda similar to elves, its because they are.

The Alfar sure do have a lot of features, are you sure you know what you're doing? No I'm not fully sure what I'm doing but in this case, I believe that the Alfar are fairly balanced. Detect balance puts each subrace at the higher end of acceptable (~30) before factoring in Antimagic Susceptability. I imagine it's a bit like wizards and their low hit die - powerful spells and abilities but should they ever be hit they're done for.

X feat or Alfar sorcery feature makes one subrace better than all the others, better than anything in the game really. That is very possible when trying to balance a subclass to fit 9 differrent sets of racial features. Just point out which one and why and I'll probably agree with you.

The CR for your monsters is completely out of whack! Probably! I have very little idea as to how to set CR for monsters, so say what you think the CR should be and why and I'll change it.

Change log V1.2

  • Nerfed Magical Sustenance. From not needing food, air, and water to simply halved requirements.
  • Changed Darvision from 60 ft. to 30 ft.
  • Added Table of Contents
  • Removed skill proficiences from subraces. Decided that I didn't like it when the racial features imply something about the characters backstory
  • Nerfed Primal Resilience. From subtracting proficiency bonus from all non-magical damage to subtracting half-proficiency from non-magical B, P, and S damage
  • Added penalty for ending turn inside objects for Spectral Jaunt
  • Added Grafted Demiplane subclasses

New Detect Balance Numbers
Base Race:

  • ASI - 12
  • Darkvision - 2
  • Antimagic Susceptability - -3
  • Magical Sustenance - 1
  • Total - 12


Subrace:

  • Ability - 6-10
  • Reiliency - 4-8
  • Total - 10-18


Total = 22-30


Art Credits

Page 1: Cosmic Lux by Jun T

Page 2: Corsair: Blades of the Moonsea, Book II Cover by Raymond Swanland

Page 3.1: Caster by 紅
Page 3.2: Mage Angel by capprotti
Page 3.3: Night Elf Archer by imdrunkonTea

Page 4.1: Elf Necromancer by cyangorilla
Page 4.2: Krethaq Ivensyr by Inkary
Page 4.3: Drailai is unimpressed by Inkary

Page 5.1: TECH PRIEST INQUISITOR by L J Koh
Page 5.2: Valorin, Storm Cleric/Sorcerer by ZoaArt
Page 5.3: Ghost bride Morgana by dominaART

Page 7: Astral Plane by Aleksi Briclot

Page 9: The Mage by Crystal Fae

Page 10: Fred by LKivihall

Page 12: The Plagueherald by Alexandr Elichev

Page 13: Atrulloth Nazurah: Great Old One Warlock Patron by Goodbloke85

Page 14: The King in Yellow by Jakub Jagoda

Page 15.1: Arcane Crystal by Anna Kosik
Page 15.2: Stun Baton (KotOR) by Rooxon