# Dragon Prince Elf Races
The Dragon Prince is a show on Netflix that tells the story of two human princes who forge an unlikely bond with the elven assassin sent to kill them. The three protagonists embark on an epic quest to bring peace to their warring lands. The land of the elves is called Xadia, and is home to various subraces based on the six sources of primal magic. Below are homebrew rules that can help you bring these subraces to life in your D&D 5E game and campaign settings.

## Elf Traits
All elf subraces share common traits that are outlined below. Please note that these elves are distinct from those found in the *Player's Handbook*, although some similarities can be found. Generally speaking, Xadian elves have four digits per hand - three fingers and one thumb - and four toes per foot. Most subraces have pointy ears and horns, although the size and shape varies by subrace and age. Additionally, most elves mark their bodies with tattoos reminiscient of tribal markings.

***Age.*** The elves of Xadia generally mature at the same rate as humans, but this can vary by subrace.

***Alignment.*** Xadian elves are deeply connected to the natural world and they consider dragons to be equals along with other innately magical creatures. They are capable of forming bonds with humans and non humans alike, but some are biased against humans due to the continental divide between them. As such, elves can fall anywhere on the alignment spectrum, regardless of subrace.

***Size.*** Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Accustomed to overgrown forests, caves, or the night sky, you have superior vision in dark and dim conditions. 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.

***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

***Languages.*** You can speak, read, and write Common and Elvish.

***Subraces.*** There are six subraces of Xadian elves based on their connection to one of the primal sources of magic. These subraces include, Moonshadow, Sunfire, Earthblood, Skywing, Startouch, and Tidebound.

### Moonshadow
With a close connection to the moon and the shadows, Moonshadow elves enjoy the cover of darkness and illusion. They are naturally adept at stealth and speed, and firmly believe in duty, oaths, and never showing fear. Moonshadow elves are typically pale skinned with white or silver hair.

***Ability Score Increases.*** Your Dexterity score increases by 1. You can increase one other ability score of your choice by 1.

***Skill Proficiency.*** You are proficient in Stealth.

***Moon Magic.*** When you reach 3rd level, you can cast the *invisibility* spell once per day, but only on yourself. When you reach 5th level, you can choose to either be able to cast the *major image* spell once per day or gain another usage of your *invisibility* spell per day. You ignore material components when casting these spells.

***Visage of Darkness.*** You are one with the shadows and can call upon them to give you aid or power. You can use this feature once. You regain uses of this feature after taking a short rest. Whenever you use this feature choose one of the following effects.

1) Use your bonus action to cause a source of damage, that you created, to deal an additional 1d4 force damage. If you were invisible while dealing this damage, add an additional 1d4 force damage.

2) Use your reaction to force an attack roll against you to be made with disadvantage.

### Sunfire
The Sunfire elves are a passionate subrace of elves that value order and structure. Most of them have an internal fire they can activate, and they are especially known for their sun-forged weaponry. Sunfire elves are generally dark skinned and wear ornate armor and robes.

***Ability Score Increases.*** Your Constitution score increases by 1. You can increase one other ability score of your choice by 1.

***Skill Proficiency.*** You are proficient in Insight.

***Sun Magic.*** When you reach 3rd level, you can cast the *warding bond* spell once per day, but can only target yourself and you do not apply damage taken twice. When you reach 5th level, you can also cast the *haste* spell once per day, but only on yourself. You ignore material components when casting these spells.

***Unyielding Flame.*** The fire of a thousand suns burns within you. You can use this feature a number of times equal to your CON modifier (*min. 1*). You regain uses of this feature after taking a long rest. Whenever you use this feature choose one of the following effects.

1) Use your reaction to reduce damage taken by 1d4+CON. During the same reaction, you can add one additional die, but not your modifier, for each additional expended use of this feature.

2) Use your bonus action to cause a source of damage, that you created, to deal an additional 1d4 fire damage.

### Earthblood
Earthblood elves have a deep and symbiotic connection to the earth. They often feature branch-like horns and bark-like skin.

***Ability Score Increases.*** Your Wisdom score increases by 1. You can increase one other ability score of your choice by 1.

***Skill Proficiency.*** You are proficient in Perception.

***Earth Magic.*** When you reach 3rd level, you can cast the *pass without trace* spell once per day. When you reach 5th level, you can also cast the *plant growth* spell once per day. You ignore material components when casting these spells.

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***Primal Surge.*** Rooted in natural and elemental magic, you can tap into immense power for brief periods of time. You can use this feature a number of times equal to half your WIS modifier, rounded down (*min. 1*). You regain uses of this feature after taking a long rest. Whenever you use this feature choose one of the following effects. 

1) Use your reaction to give yourself or another creature within 30 feet of you 1d6+WIS temporary hit points.

2) Use your bonus action to cause a source of damage, that you created, to deal an additional 1d8 poison damage.

3) Use your action to curse a creature that you can see within 15 feet of you to lose one of its resistances to one elemental (fire, cold, lightning, thunder, acid, or poison) damage type until the end of its next turn.


### Skywing
One with the sky and the air, Skywing elves are a proud race. Despite their name very few Skywing elves are born with wings, and instead rely on spells to turn their arms into feathery wings in order to fly. Usually taking on skin tones of blue or brown, Skywing elves are a very diverse population.

***Ability Score Increases.*** Your Charisma score increases by 1. You can increase one other ability score of your choice by 1.

***Skill Proficiency.*** You are proficient in Persuasion or Intimidation.

***Sky Magic.*** When you reach 3rd level, you can cast the *gust of wind* spell once per day. When you reach 5th level, you can also cast the *fly* spell once per day, but only on yourself. You ignore material components when casting these spells. Charisma is your spellcasting ability for these spells.

***Persistent Will.*** Your perseverance allows you to overcome impossible odds. You can use this feature a number of times equal to half your CHA modifier, rounded up (*min. 1*). You regain uses of this feature after taking a long rest. Whenever you use this feature you gain the following effect.

1) Any time you make a saving throw you can expend one use of this feature to add your CHA modifier to your roll. You can gain this benefit even if you already add your CHA modifier from another source.

### Startouch
Startouch elves are in tune with the stars and the cosmos. Living on the time scale of the stars gives these elves a deeper understanding of the world and the "bigger picture". Startouch elves usually have a dark blue to midnight black complexion, and their horns are more grand and elaborate than those of the other subraces.

***Ability Score Increases.*** Your Intelligence score increases by 1. You can increase one other ability score of your choice by 1.

***Skill Proficiency.*** You are proficient in Investigation.

***Star Magic.*** When you reach 3rd level, you can cast the *alter self* spell once per day. When you reach 5th level, you can also cast the *gaseous form* spell once per day. You ignore material components when casting these spells.

***Fearless Ambition.*** You have advantage against being frightened.

***Deadly Wits.*** You are adept at using your wits to gain the upper hand. You can use this feature twice. You regain uses of this feature after taking a long rest. Whenever you use this feature choose one of the following effects.

1) You can add your INT modifier to the damage that you deal from one attack that you make or from one spell that targets a single creature.

2) You can add your INT modifier to the saving throw DC of one spell that targets a single creature.

### Tidebound
The Tidebound elves are one with the ocean and water. Generally sporting fin-like features on their body and white to light blue and green skin tones.

***Ability Score Increases.*** Your Strength score increases by 1. You can increase one other ability score of your choice by 1.

***Skill Proficiency.*** You are proficient in Athletics.

***Ocean Magic.*** When you reach 3rd level, you can cast the *blur* spell once per day. When you reach 5th level, you can also cast the *wall of water* spell once per day. You ignore material components when casting these spells.

***Wave of Strength.*** The power of the ocean is at your command. You can use this feature twice. You regain uses of this feature after taking a long rest. Whenever you use this feature you gain the following effect.

1) Use your action to make a melee weapon attack with a reach of 5 feet against a creature that you can see. You are proficient with this weapon attack. On a hit, the target takes 1d10+STR bludgeoning damage that counts as magical for the purposes of this attack. Additionally, if the target took 8 or more damage from this attack, and that creature is size Large or smaller, they fall prone.

## Notes
These races were designed to be approximately equivalent in power level to the races found in the D&D *Player's Handbook*. If you would like to play more heroic characters or want to increase the power level a bit then make each subrace's specific ability score improvement increase by 2 instead of 1. This was not the default because the option to add the other score to *any* ability is what gives these races flexibility and power. It should also be noted that the show was still ongoing during the design of these features, and some races were not even depicted on screen at the time of this document's conception. Therefore, some of the features may not necessarily reflect what the races can actually do based on the show's lore.

## Disclaimer
This is unofficial fan-made content. This content was designed to be used with D&D 5th Edition, but in no way is it to be affiliated with the D&D copyright held by Wizards of the Coast. The Dragon Prince is owned by Wonderstorm and has no affiliation to this content. This document was made possible by The Homebrewery and was created by planeterb.

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