Dunmer (5e Subrace)

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Dunmer

Physical Description

Art by Kokomiko

The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on.

History

The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and savants. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old.

Personality

In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races. Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence.

Dunmer

Male: The 12 prefixes for male Dunmer names are: Azar, Cas, Ereb, Hel, Nis, Shal, Shur, Tur, Ul, Vanik, Zan, Zir. The 12 suffixes for male Dunmer names are: ain, ath, far, ien, ik, il, imal, imar, kan, on, par, seth

Female: The 12 prefixes for female Dunmer names are: Cru, Dem, Golg, Hek, Lil, Lol, Neph, Shel, Sher, Tab, Vayn, Verm. The 12 suffixes for female Dunmer names are: atah, elle, ethys, iah, inah, ith, ithah, ivah, obah, onah, othah, th

Dunmer Traits

You have the following traits, in addition to the base racial traits of the elf.

Ability Score Increase. Your Intelligence or Strength score increases by 1.
Ashlander. You are resistant to fire damage
Ancestor’s Blood. You have advantage on saving throws against fire.
Ancestor Spirit. You can invoke an Ancestor Spirit once per long rest. Invoking a spirit is a bonus action and can manifest in two different ways: 1. Your ancestor spirit uses you as a host. You gain resistance to all damage for ten rounds, and gain advantage on all Intelligence, Wisdom and Charisma saving throws. 2. You summon a wrathful spirit onto the world that lasts for a number of rounds equal to your proficiency bonus. It cannot be attacked and takes one move and one action every round, which it can use to attack. It has a +3 to hit, plus your proficiency modifier and deals 1d6+proficiency modifier fire damage when it does.
Dunmer Magicka. You gain the Fire Bolt cantrip
Extra Language. You can speak, read, and write Undercommon

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