Elf (elf)

The age of elves has spanned longer than much of Aolara's recorded history. Their magic and mastery over all things natural makes them powerful allies and even more dangerous foes. The elves of Aolara are architects of breath-taking cities, and mighty forest kingdoms. They shine with an otherworldly grace that entices, inspires, and intimidates.    

Elvish Glamour

Most elves walk with an air of purpose, poise, and ambition. Their bodies are slim and lithe, their features defined and symmetrical. Elves appear hauntingly beautiful when compared to many of the other beings that exist on Aolara. They are similar in height to humans, ranging from 5 to over 6 feet tall. They are lighter, nimble, and more sure-footed than many of the other races, weighing only 100 to 145 pounds. Their colouration encompasses the normal human range and beyond. Some are shades of copper or cream coloured. Others are even a bluish green, or deep purple. Their hair is naturally soft and flowing and comes in all manner of colours. Their eyes are bewitchingly striking. Those who stare long enough describe them to be like sparkling gemstones, or pools of pure gold or silver. Most elves have little to no facial or body hair, and are drawn to clothing that boasts their angelic physique.

Although elves are the embodiment of grace and beauty in most cultures, they are also fierce and deadly warriors. Most elven culture teaches their own to maintain neutrality and advocate for peaceful negotiation, however they will defend themselves mercilessly if necessary. Many are expertly trained in both the magical and physical art of combat. Their grand armies are tightly regimented, unified, and fearless.    

Ageless Knowledge

Elves can live to be well over 700 years old, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. Their prolonged lifespan allows them to stockpile great troves of knowledge much like a dragon does with gold and jewels. They are one of the original innovators of arcane practice and magical enchantment. Their almost endless fountain of knowledge is so desirable, that many kingdoms and countries have fought with one another for elvish council and alliance.    

White Towers and Woodland Realms

The elves have been around long enough to spread across Aolara and beyond. Dozens of different societies have blossomed and crumbled throughout their existence. After so much time together, many of the oldest elvish families grew displeased with one another and separated to follow their own teachings and beliefs. At present, there are several sub-species of elves, that evolved and grew along with the planet. The two largest clans are the high elves and wood elves.

High elf civilisation is the largest and most prolific of all elven culture. Many high elves view themselves as the superior elvish society, although at present, most would no longer vocally admit it to their elvish cousins. High elves live comfortably in immaculate cities of silver spires and marble monuments illuminated by faerie light. Their territories are immense, well-maintained, and orderly. High elves pride themselves on their magical capabilities and vast recorded knowledge of both the historical and natural world. They are a society of intellects, artists, poets, and mages. High elves hail from the continent of Ifos. Their society is ruled by three sovereigns. Although the populace is predominantly elvish, Ifos happily accepts all peoples. Alongside gnomish engineers, the high elves are currently spearheading a new and innovative project known as magitech.

The wood elves are the other of the two largest elven families. Unlike their proud and public cousins, wood elves prefer to keep to themselves. They dwell deep within the forests of Aolara. Whether is be humble treetop villages, or vast woodland realms, wood elves enjoy solitude amongst their own kin. Wood elves have maintained their connection with nature, and are much more entuned with the world around them. They scoff at high elven culture for losing this part of their heritage. They usually hunt and raise their own game, forage for wild growing vegetables, and focus their efforts on maintaining the natural world. Amongst the dozens of wood elf clans, there are three large kingdoms hidden away in the forests and jungles of Eltera, Sumara, and Lanali.

Although communication has vastly improved between the different elven cultures, there is still a long way go. At present there are twelve seats on the Alusfaen Af, or in the common tongue, the Council of Voice, held annually in Ifos. This council of elvish families meet to broker peace, trade with one another, and share any new found knowledge of the world. The Council of Voice is still in its early years, having been founded only three centuries ago. Some elvish clans, such as the Shadar-Kai have only had a seat on the council for a century or so. Attempting to break bread with one another is proving more difficult that anticipated for some of the elven clans. Many look to the island country of Lasselanta for inspiration. Lasselanta is the first elvish nation to be ruled by a high elf and wood elf together. Their societies have successfully merged and work as one peaceful civilisation.    

Harmonious Fey

The arrival of the elves on Aolara is a mystery. Many religious sects believe that Corellon, god of magic and the arts, sculpted beautiful elven figures in his likeness and scattered them across the planet below. Others believe that due of their affinity with nature and magic, it could be that elves originated from The Feywild. The elves have always been fascinated with The Feywild, and have even built cities there, connected to Ifos. So much time has past, that even the ageless elves have forgotten their origins. They do not know whether to call The Feywild, or Aolara their birthplace.    

Elf Traits

 
Ability Score Increase
When determining your character’s ability scores, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.  
Age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.  
Size
Elves range from 5 to over 6 feet tall and have slender builds. Your size is Medium.  
Speed
Your base walking speed is 30 feet.  
Darkvision
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 colour in darkness, only shades of grey.  
Keen Senses
You have proficiency in the Perception skill.  
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.  
Trance
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, 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.  
Languages
You can speak, read, and write Common, Elvish, and one other language of your choice.

Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Each elvish subrace speaks an altered version of the basic elvish dialect.    

Elf Subraces

 

High Elf

High elves have a sharp eye, keen mind, and a mastery of at least the basics of magic. They are formidable when challenged, and eager to demonstrate their limitless capability. They produce intellectual geniuses, graceful warriors, and powerful wizards to protect their homes and provide council for other kingdoms across Aolara. High elves are on the taller end of the elvish size spectrum, standing around and over 6 feet tall. Some of the most prestigious high elf families are famous for having shining golden eyes.  
Ability Score Increase
Your Intelligence score increases by 1.  
High Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.  
Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.  
Extra Language
You can speak, read, and write one extra language of your choice.    

Wood Elf

Wood elves have keen senses and superior hearing. They are extremely light-footed and capable of impressive stealth amongst the flora and foliage of their native forests. Wood elves are adept rangers, hunters, and trackers. They prefer the company of their own kind and those in touch with the natural world. They can be extremely territorial, especially against those intent on harming the natural habitats of the planet. Wood elves are usually more tanned than their high elf cousins, with coppery skin, darker hair colours, and green, brown, or hazel eyes. They are slightly smaller, standing between 5 and 6 feet tall. Wood elves tend to lean towards simple, practical clothing and lifestyles that keep them close to the wilderness. Although the Elteran and Sumaran wood elf kingdoms have joined the Alusfaen Af; the Lanal Kingdom has yet to converse with outside clans.  
Ability Score Increase
Your Wisdom score increases by 1.  
Wood Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.  
Fleet of Foot
Your base walking speed increases to 35 feet.  
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.    

Dark Elf

Many generations ago, a group of elves broke off from their kin and descended deep beneath the surface of Aolara into the alien landscapes known as the Underdark. They named themselves the drow, but are more commonly called dark elves by most topsiders. A name that many drow dislike. They tend to be tall and lithe, standing around 6 feet tall. They share the same supernatural beauty as their cousins far above. The perpetual blackness and odd magics of the Underdark changed the drow. Their skin darkened, turning shades of grey, black, and purple. Their eyes adapted to the darkness, shifting to shades of red or pale white as though blinded by the blackness. Finally, drow hair is usually on the brighter side. Either silver, pure white, or a gently glowing yellow that dramatically contrasts their dark skin.

For centuries, the drow have been shunned and feared by the elves and other races on the surface of Aolara. Their fanatical worship of the goddess Lolth, and tense relationship with the high elves ended in many battles across elvish history. In recent years however, much of the corruption and worship of the spider queen has been eradicated by drow wishing for a better way of living. Peaceful communication with the topsiders has begun in Eltera, and the drow kingdoms beneath Kasar are beginning to negotiate a ceasefire.  
Ability Score Increase
Your Charisma score increases by 1.  
Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.  
Superior Darkvision
Your darkvision has a range of 120 feet, instead of 60.  
Sunlight Sensitivity
You have disadvantage on Wisdom (Perception) checks that rely on sight when you, or whatever you are trying to perceive is in direct sunlight.  
Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  
Extra Language
You can speak, read, and write Undercommon.    

Sea Elf

When a sect of elvish society chose to leave their people and take to the oceans and seas of Aolara, they adapted remarkably fast. As they fell in love with the untamed, spontaneous beauty of the ocean, they decided not only to sail atop its rolling waves, but also dive down beneath them. As their bodies changed and lifestyles evolved, they chose to rename themselves alu’tel'quessir, or in the common tongue, sea elves. Their innate magical abilities drew them to places of power in the oceans of Aolara. Being submerged for prolonged periods of time close to ocean magics altered their bodies rapidly.

Sea elves resemble shorter versions of their land-living cousins with similarly shaped slender bodies, marbled features, and pointed ears. However they also evolved to suit life beneath the waves. Their skin colour is usually a variety of sky blues and sea greens. They have fish-like gills on either side of their neck and jagged fins on each of their forearms. Sea elves have webbed fingers and toes with strong, lithe muscles adapted to swimming. Their hair can be any colour, but is usually green, silver, pale blue, white, or black. Their eyes are larger, more oval, and normally on the darker side. They decorate their clothing with shells, pearls, and various other ocean flora.

Sea elves are regularly mistaken for Triton. Not only do both races share physical and social similarities, but they also get along swimmingly well. Rumours speak of sea elves and triton living together in vast kingdoms beneath the waves, defending and overseeing portals to The Elemental Plane of Water.  
Ability Score Increase
Your Constitution score increases by 1.  
Sea Elf Weapon Training
You have proficiency with the spear, trident, light crossbow, and net.  
Child of the Sea
You have a swimming speed equal to your walking speed, and you can breathe air and water. You also have resistance to cold damage.  
Friend of the Sea
Using gestures and sounds, you can communicate simple ideas to any Beast that has an innate swimming speed. It can understand your words, though you have no special ability to understand it in return.  
Languages
You can speak, read, and write Aquan.    

Moon Elf

Moon elves, sometimes called snow or silver elves, are a subrace that hail from the ice-covered northern regions of Bricor. Little is known about the mysterious and reclusive moon elves. Some believe that they were once a clan of high elves, discontent with their way of living and decided to break off, disappearing into the frozen tundra's to the north. Other legends sing stories of the mystical moon elves; silver-skinned otherworldly beings that descended to Aolara from the moon, Vebos, in the sky. Whatever their true origins, this mystifying elvish race does seem to have a unique connection to Vebos. It is thought that they draw magics from it. Because of their fascination with celestial bodies, most moon elves worship the sister goddesses of the night sky; Sune and Seluna.

Moon elves stand as tall as humans. They are slender, graceful, and arguably the most beautiful of all the elvish people with extended, pointed ears longer than any of their cousins. Moon elf skin is either a snow white or icy blue. Their hair is commonly black, blue, or silvery white. Moon elf eyes, like those of other elves, can be vibrant gem and jewel-like colours, however they are most commonly glowing white with no sign of an iris or pupil. Their eyes of pure white light are mesmerising to some and unsettling to others.  
Ability Score Increase
Your Intelligence score increases by 1.  
Moon Elf Weapon Training
You have proficiency with the longsword, shortsword, sickle, shortbow and longbow.  
Bathed in Moonlight
You are proficient in the Stealth skill.  
Eyes of the Moon
Your darkvision has a range of 120 feet, instead of 60 whilst directly beneath the light of the moon.  
Celestial Blessing
Whilst directly beneath the light of the moon, you may draw from the mysterious magical energies of Vebos itself. As a bonus action, you can heal yourself or an ally of your choice that you can see within 60 feet of you for a number of hit points equal to your level + your proficiency bonus. You may use this trait only once, and regain the ability to do so again after a long rest.  
Lunar Magic
You know the minor illusion cantrip. When you reach 3rd level, you can cast sleep as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.    

Shadar-Kai

Possibly the most mysterious of all elven races. The shadar-kai are elves that live in the realm of dread known as The Shadowfell. It is believed that the shadar-kai fell in love with The Raven Queen and her teachings. The The Archfey Oberon, who ruled their lands, banished them from The Feywild. The shadar-kai followed the voice of their goddess of death, and swore fealty to her in The Shadowfell. There they have built settlements in her name beneath the White Lady's Fortress of Memories, and within Letherna. The largest of these cities is known as Ilvethra. Over the centuries, many have continued to serve The Raven Queen, but some from more recent generations have ventured in the Material Plane and Aolara to forge their own destinies.

Once shadar-kai were creatures of fey energy, like their elvish cousins. Now they exist in a state between life and death, thanks to being transformed by The Shadowfell. Like other elves, they still retain a long lifespan of over 700 years, slender, lithe bodies that stand between 5 and 6 feet tall, and elongated ears that come to a point. However some of their elvish beauty has been lost to the grim energies of The Shadowfell. Shadar-kai have ashen skin tones and greying white or jet black coloured hair. Their eyes are almost always entirely black, partially impairing their ability to convey cheerful emotions. They look as though their life force and virility has been drained, landing them the cruel nickname of soulless.  
Ability Score Increase
Your Constitution score increases by 1.  
Necrotic Resistance
You have resistance to necrotic damage.  
Blessing of the Raven Queen
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.  
Extra Language
You can speak, read, and write in the shadar-kai dialect.    

Eladrin

Eladrin are elves that reside within The Feywild. They claim to be the original elves, and that all others stem from their great ancestral tree. When the existence of the eladrin came to light, it only further fuelled the debates regarding elven origins. Because of their intimate connection with the perilous beauty and boundless magic of The Feywild, eladrin are able to step from one place to another in the blink of an eye.

Even on the Material Plane, eladrin resonate with emotions they have captured in The Feywild. These powerful, magical emotions are represented as the four seasons, and heavily affect an eladrin's mood and appearance. Eladrin are capable of changing their season whilst in their trance-like state, however some choose to remain in one season for their entire life. If you are ever lucky enough to meet an eladrin, they would resemble an elf of natural fey beauty with exaggerated pointed ears. They could be the colour of warm, fiery autumnal leaves, shining golden sunlight, frost-bitten fields, or budding spring-time flowers.

Choose your season or roll on the Eladrin Seasons table below:  
Eladrin Seasons
d4Season
1 Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
2 Winter is the season of contemplation and dolour, when the vibrant energy of the world slumbers.
3 Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
4 Summer is the season of boldness and aggression, a time of unfettered energy.
Ability Score Increase
Your Charisma score increases by 1.  
Trance
Whenever you finish your 4 hour trance, you can choose to change your season.  
Adopted Fey
You can speak and understand spoken Sylvan, however you cannot read or write Sylvan.  
Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.

The effects are as follows:
  • Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

  • Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

  • Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

  • Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Elf

Type - Humanoid   Size - Medium   Alignment - N/A   Preferred Terrain - N/A   Abilities - Fey Ancestry, Trance
Click here to return to Races of Aolara
-High Elf






-Wood Elf





-Dark Elf (Drow)





-Sea Elf





-Moon Elf





-Shadar-Kai





-Autumn Eladrin





-Winter Eladrin

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