Wood Elf

Wood Elf

Wood Elves are a swift and agile subrace of elves deeply connected to the natural world. They dwell in ancient forests, living in harmony with the wilderness and its inhabitants. Wood Elves are known for their keen senses, especially in the wild, and they possess unmatched speed and stealth, making them excellent hunters and scouts.

Society and Culture

Wood Elves live in harmony with the dense forests that span the land, forming communities that are as much a part of the natural landscape as the trees themselves. Their architecture blends seamlessly with the environment, utilizing living wood and natural materials to create homes that are both beautiful and sustainable. Wood Elves value tradition, and their culture is rich with ancient rituals that celebrate the cycles of nature—from the changing seasons to the phases of the moon. Music, art, and storytelling are integral to their way of life, with tales that speak of the forest’s history, its spirits, and the Wood Elves’ place within it. They are adept at using natural resources to craft weapons and tools that are both functional and ornamental, often imbued with magic to better serve their needs.

Relations with Other Races

Wood Elves are known for their reclusiveness, preferring the company of their own kind and the creatures of the forest. However, they are not unfriendly; they maintain peaceful relations with neighboring races, especially those who share their respect for the natural world. Wood Elves are wary of races that threaten the balance of their environment, and they defend their lands fiercely against such encroachments. Despite their caution, they have been known to ally with other races in times of need, particularly when the natural world is at risk. Their unparalleled knowledge of the forest makes them valuable allies, and their ability to move unseen through the woods can turn the tide in their favor.

Wood Elf Adventurers

Wood Elves venture out of their forests for various reasons. Some are drawn by the lure of exploration, seeking to discover the wonders of the world beyond their woodland realms. Others take up the mantle of adventurer to combat threats that endanger not only their homes but the natural order itself. Wood Elf adventurers bring a unique set of skills to any party, blending stealth, agility, and a profound understanding of magic and nature. Their deep connection to the forest grants them abilities that are both mystical and martial, making them excellent scouts, rangers, and spellcasters. For a Wood Elf, the journey of an adventurer is not just a path to personal glory but a means to protect the ancient bond between their people and the wilds.

Age

Although wood elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. A wood elf typically claims adulthood and an adult name around the age of 50 and can live to be 750 years old.

Size

Elves range from under 5 to over 6 feet tall and have slender builds.

Your size is medium.

Speed

Your base walking speed is 35 feet.

Your base swimming speed is 17 feet*.

Your base climbing speed is 17 feet*.

* calculated speed.

Languages

You can speak, read, and write: Common, Elvish, Sylvan.

Ability Score Increase

  • Wisdom: +1
  • Dexterity: +2

Skill Proficiency

You have the following skills: Perception, Survival.

Race Features

You have all the features of your parent race, Elf, plus the following:

Wood Elf Weapon Training

You are an excellent marksman and are proficient with the longbow and shortbow. You have proficiency with shortswords and handaxes as well.

Wild Camouflage

You can attempt to hide in most natural conditions, even when you are only lightly obscured.

Natural Magician

You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Entangle spell once per day as a 2nd-level spell. Intelligence is your spellcasting ability for these spells, mirroring your affinity with woodland magic.

Spirit of the Wild

You have proficiency in the Survival skill. Your life in the forest has taught you how to live off the land, track beasts, and navigate the deepest woods.

Darkvision

Accustomed to twilit forests and 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. You can’t discern color in darkness, only shades of gray.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

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

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Lore

The Stream

Credits: Game Squires

×
×
Help

Add/Edit Races

Game Masters have the ability to create and manage character races within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each race.

Identity

Name

Enter the name of the character race.

Subrace of

If this is a subrace (such as Drow Elf), select the parent race (i.e. Elf).

Subtypes

Allows for the addition of various subtypes associated with the race. Include the subtype name and its corresponding type, such as elemental affinity or cultural background. For example, Dragonborn have subtypes such as Bronze, Copper, and Gold with types Lightning, Acid, and Fire.

Alignment

Describe the general alignment tendencies of the race.

Description

The Description section provides a rich text editor for crafting a detailed narrative about the race. This narrative can include cultural background, physiological traits, common behaviors, and any other lore-related information.

Prompt Description

A text input for a brief description used for generating images or other quick references. An example for a Dragonborn would be "a humanoid figure with dragon-like features including scaled skin, a snout, sharp teeth, horns, and a muscular build"

Physical

Typical Eye, Hair, and Skin Colors

Multi-select dropdowns to specify the typical types of features (used for prompts when creating characters).

Size

Select the size category for the race. See Size in the Monsters rule entry for details.

Average Height

Specify the average height in decimal feet.

Average Weight

Specify the average weight in pounds.

Size Description

Use this to describe the creature's size. This will show on the race profile page. For example:

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds.

Speed

Enter movement speeds in feet per turn, such as walking, swimming, flying, and climbing. A human has a walking speed of 30 feet per turn, a halfling has a walking speed of 25 feet per turn.

Age

Adulthood

The age at which the race is considered to have reached adulthood.

Average Mortality

The average age the race typically lives to.

Age Description

A narrative description of the race's maturation process. For example:

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Abilities

Ability Description

A text area for a narrative description of the race's inherent abilities. An example for Dragonborn would be

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Hit Points Bonus

For specifying any racial bonus to hit points.

Ability Modifiers

A dynamic list where specific ability score modifiers are entered. Detail the specific ability score bonuses or penalties that the race confers on its members, such as increased strength or charisma.

  • Input the ability name (e.g., Strength, Dexterity, Charisma) in the first column.
  • Add the numerical modifier (positive or negative) in the second column.
  • Remove or add rows as needed by using the corresponding buttons.

Capabilities

Starting Skills

Select the skills that the race starts with by default.

Number of Starting Skills

Input the number of skills a character of this race begins with.

Starting Languages

Select the languages inherently known to the race.

Number of Additional Languages

Indicate how many extra languages, beyond the Starting Languages, a character knows at level 1.

Languages Description

Detail the languages' characteristics and background (if unique). For example:

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Race Features

Feature Name

The name of the racial feature.

Feature Description

Provide a detailed description of the feature. For example, the dragonborn feature, Damage Resistance, would have the description:

You have resistance to the damage type associated with your draconic ancestry.

Add Feature Row

Click to add new racial feature.

Delete Feature

Click to delete the feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

×
Media Manager
or drop here
×
Media Manager
Media Manager
×
No images available.
Upgrade your account to access image generation features.

Note: some features use AI, are in early development, and won’t always get it right.