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Elf

D&D Beyond Article: Elves

 

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

  Elf Traits: Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.   Ability Score Increase: Your Dexterity score increases by 2.  

The altnernate rule for increasing ability scores found in Tasha's Cauldron of Everything is allowed -- take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.

 

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 under 5 to over 6 feet tall and have slender builds. Your size is Medium.

 

Speed: Your base walking speed is 30 feet.

 

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.

 

Languages: Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

 

Typical Elf starting Languages: Common and Elvish.

 

The following sub-races of Elves exist in Chronala

Drow

Eladrin

High Elf (Moon and Sun)

Mark of Shadow Elf

Sea Elf

Shadar-kai

Wood Elf

 
 

Elves used in this campaign appear as a playable race in the Player's Handbook, Eberron: Rising from the Last War, Sword Coast Adventurer's Guide, and Monsters of the Multiverse*



*Monsters of the Multiverse (released 16 May 2022) replaces and updates the information in both Volo's Guide to Monsters and Mordenkainen's Tome of Foes and also includes Playable Races from some other sources such as Mythic Odysseys of Theros, et.,al.

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