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.
Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Whilst they can live their magical traditions in Falenora freely, they have to hide them in their neightboring kingdoms or risk the same cruel sentences other races receive for using magic ever since the Great Magic War.
Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
Subrace
Ancient divides among the elven people resulted in the following subraces: eladrin, sun elves, moon elves, sea elves, wood elves and dark elves, who are commonly called drow. Choose one of the two subraces presented below or one from another source.
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.
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
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
You can speak, read, and write Common and Elvish. 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.
Eladrin (MToF)
Source: Mordenkainen's Tome of Foes
Eladrin are elves native to the Falenora Forest and said to be related to Nenya herself. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:
- Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
- Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
- Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
- Summer is the season of boldness and aggression, a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.
When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.
The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.
AUTUMN
d4 |
Autumn Personality Trait |
1 |
If someone is in need, you never withhold aid. |
2 |
You share what you have, with little regard to your own needs. |
3 |
There are no simple meals, only lavish feasts. |
4 |
You stock up on fine food and drink. You hate going without such comforts. |
d4 |
Autumn Flaw |
1 |
You trust others without thought. |
2 |
You give to the point that you leave yourself without necessary supplies. |
3 |
Everyone is your friend, or a potential friend. |
4 |
You spend excessively on creature comforts. |
WINTER
d4 |
Winter Personality Trait |
1 |
The worst case is most likely to occur. |
2 |
You preserve what you have. Better to be hungry today and have food for tomorrow. |
3 |
Life is full of dangers, but you are ready for them. |
4 |
A penny spent is a penny lost forever. |
d4 |
Winter Flaw |
1 |
Everything dies eventually. Why bother building anything that is supposedly meant to last? |
2 |
Nothing matters to you, and you allow others to guide your actions. |
3 |
Your needs come first. In winter, all must watch out for themselves. |
4 |
You speak only to point out the flaws in others’ plans. |
SPRING
d4 |
Spring Personality Trait |
1 |
Every day is the greatest day of your life. |
2 |
You do everything with enthusiasm, even the most mundane chores. |
3 |
You love music and song. You supply a tune yourself if no one else can. |
4 |
You can’t stay still. |
d4 |
Spring Flaw |
1 |
You overdrink. |
2 |
Toil is for drudges. Yours should be a life of leisure. |
3 |
A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
4 |
Anything worth doing is worth doing again and again. |
SUMMER
d4 |
Summer Personality Trait |
1 |
You believe that direct confrontation is the best way to solve problems. |
2 |
Overwhelming force can solve almost anything. The tougher the problem, the more force you apply. |
3 |
You stand tall and strong so that others can lean on you. |
4 |
You maintain an intimidating front. Better to prevent fights with a show of force than to harm others. |
d4 |
Summer Flaw |
1 |
You are stubborn. Let others change. |
2 |
The best option is one that is swift, unexpected, and overwhelming. |
3 |
Punch first. Talk later. |
4 |
Your fury can carry you through anything. |
Ability Score Increase
Your Charisma score increases by 1.
Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or 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 it.
- 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 Charisma modifier (minimum of 1 damage).
High Elf
Source: Player's Handbook
High elves make up most of the elves in the north-eastern parts of Falenora and Eslira. They have two subraces:
Sun elves, also called gold elves, sun elves were highly civilized elves with a natural gift for wizardry and inhabit Valon.
They have bronze skin and Black, copper, golden blond or red hair. Their size ranges from 140 to 180 cm.
And the
Moon elves, Also called silver elves, moon elves are living in Eslira and are usually nomads. Their skin is often fair, sometimes with a blue tint. Their hair is black, blue or silvery and traditionally braided or in ponytails decoraded with wire and pearls.
Ability Score Increase
Your Intelligence score increases by 1.
Cantrip
You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Language
You can read, speak, and write one additional language of your choice.
Sea Elf
Source: Mordenkainen's Tome of Foes
Also called Alu'Tel'Quessir, sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities on the islands between the two continents. They are said to have a close relation to the water goddess Thitune. Their skin is deep green with brown stripes and patches, shades of blue with white stripes and patches,or a pale silver green. Their hair often shows shades of black, blue, silver-white, red, blue-green, or emerald green and their eyes often are white, black, blue, green, silver,or turquoise. One of their most destinguishing characteristics are gills and webbed hands and feet, allowing them to be excellent swimmers.
Ability Score Increase
Your Constitution score increases by 1.
Sea Elf Training
You have proficiency with the spear, trident, light crossbow, and net.
Child of the Sea
You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Languages
You can speak, read, and write Aquan.
Wood Elf
Source: Player's Handbook
Wood Elves, also called coppor or sylvan elves are widely spread in Falenora and Lanroy Forest, sharing the woods with the Eladrin. They often live in small villages but are well connected and abled to form formidable military forces if need be. They are excellent marksmen, hunters and scouts, well adapted to the live in the wild woodlands. Their skin is commonly tannedd or copper, thus their name. Their hair is usually in shades of black, blond, brown, copper or red.
Ability Score Increase
Your Wisdom score increases by 1.
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
Source: Player's Handbook
Also called Drow, dark elves prefer to live in elaborate cave systems in the Anient Heights in Eslira where they live in mostly secluded communities. They rarely seen outside their caves though feared for their abilities and cruelty that originated in their traditions. Most dark elves that come in contact with other civilizations work as assassins or spies resulting in a widespread mistrust against them. Their skin is dark in shades of black and dark purples and blues, starkly contrasting their naturally white hair. They are slightly smaller than the average elf, not growing over 1,70 meters.
Ability Score Increase
Your Charisma score increases by 1.
Superior Darkvision
Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, 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 onceand regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.
Drow culture
Dark elves live in secluded communities, often far away from other civilizations. For them bodily and mental abilities are closely related with power and status, resulting in suppressing weaker members of the community. Thus slavery is a common sight in any drow community. In order to aquire more power most drow won't shy away from betraying their superiors in order to climb up in ranks. Whilst men are well trained warriors, female drow often turn to seducing their enemies to attack when they are least expected to.
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