Elf - Playable Race

Elf 

  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. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.  

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.  

Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.
  Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
  Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
  Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
  Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
 

Subrace

Ancient divides among the elven people resulted in seven main subraces: High Elves , Wood Elves , and Drow Elves, Sun Elf - Ethnicity, Snow Elf - Ethnicity, Yosei - Ethnicity, [Low Elves .          

High Elf

  As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races. The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
Ability Score Increase Your Intelligence score increases by 1.
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

    As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
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.  

Drow Elves

  Descended from an earlier subrace of elves, the drow were banished from the surface world for following the goddess Lolth down the path of evil. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves. Drow adventurers are rare. Check with your Dungeon Master to see if you can play one.
Ability Score Increase Your Charisma score increases by 1.
Superior Darkvision Your darkvision has a radius of 120 feet.
Sunlight Sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your 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 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.
Drow Weapon Training You have proficiency with rapiers, shortswords, and hand crossbows.    

Lowland Elf

    Once these elves were indistinguishable from the Wood Elves from the Emerald Wilds. However, as these elves migrated south west into the open lowland plains of western Zaccan and adapted to the new landscape and as they interacted with the human population of they became their own people.  

A down-to-earth Elf

Lowland elves have interacted and even intermixed with the local humans and have taken on many of their traits, both culturally and physically. Losing some of the magical prowess of their Wood Elf and High Elf counterpart, preferring the physical world.   Due to their interaction with humans, Lowland elves have softer, rounder features than other varieties of elf, and are able to have any hair colour a human can, as well as find it easier to grow facial hair than other races of elf. Their ears are shorter and more rounded than you would normally see on an elf also, looking like a slightly more pointed version of a half-elf's ears.   These elves also prefer to live in more urban environment, preferring the comforts of communities more than the tranquillity of nature.    

Lowland Elf Traits

  Lowland elves have similar traits to other elves, but tent to lack the refinement of the other varieties due to their social environment.
Ability Score Increase. Your Dexterity score increases by 2 and one more ability score other than Dexterity increases by 1. Age. Lowland elves reach physical maturity about the same rate as a human and are culturally treated as an adult at about 25 years old. Lowland elves live much longer than humans and even half-elves, but not nearly as long as other races of elves, living to around 250-300 years old.
Alignment. Like other elves, Lowland elves love freedom, variety, and self-expression. However, living in more community based societies, they have learned to accept that certain restrictions are needed for their society to prosper. This has made the typical lowland elf become less chaotic and lean towards a more neutral alignment. Some sway back to a more chaotic lifestyle, while some really embrace the laws of their society. Size. Elves range from under 5 to over 6 feet tall and have average to slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Being less magically inclined than other races of elf, the Lowland Elves' dark vision has faded over time. You can see in dim light within 30 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 grey.
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. However, although they do not need to sleep, some Lowland elves opt to sleep like humans to keep on the same social time table.
Skill Versatility. You gain proficiency in one skill of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Social Aptitude. You are able to double your proficiency on any Charisma based skill check. You are unable to use this ability again until you finish a long rest.
 

Yosei

Originally Hailing from the north east peninsula of Zaccan, the Yosei are a different breed from most other races of elf in Erilar. While most elves decent from the Fey, the Yosei descend from Yokai and sprung up independently from other elves in Erilar. The Yokai themselves are a sub-race of Fae who also have their roots in the Feywild but came to Erilar in a different location, where the nation of Sokoku is today.  

Tradition and Honour

Through deep cultural and military traditions, the Yosei conduct themselves with the good of their country and the good of their reputation in mind.   If people step outside what is considered a cultural norm for the Yosei, the offending person is often looked down upon in society until they can redeem themselves, or even ostracized and exceled if the offence is truly great. Those who flee battle or other important responsibilities would come under this category, if the offender isn't killed on the spot by their superior.   This threat of cultural defamation helps keep the Yosei to band together and push for the betterment of their territory and species.    

Yosei Traits

Your Yosei character has a variety of natural abilities, the result of thousands of years of elven refinement.
Age. Yosei reach physical maturity at about the same age as humans and other Elves. Yosei age at the same rate as normal elves and can live to be 750 years old.
Alignment. Yosei have a very traditional culture that has a lot of nuanced rules and procedures leaving those who live in a Yosei society to lean towards a Lawful alignment. Yosei brought up outside a standard society will tend to revert more towards their chaotic Yokai roots.
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. 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.
Yosei Weapon Training. You have proficiency with the longsword, spear, glaive, and longbow.
Yokai Ancestry. You have advantage on persuasion and deception checks. Enemies have disadvantage on saving throws against being charmed by you.
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 and Yosei.
 

Snow Elf

The Snow Elves are not native to the Continent of Zaccan, but originate much further north. They hail from lands near the northern poles of Erilar and the pole's surrounding areas. As a result from living in such hostile comates, the snow elves' bodies have adapted for the tougher climate. Their skin colours are usually a wintery shade ranging from greys to pale blues to pure white and their hair is usually of a similar colour, most often a glistening white. Their ears are longer and sharper than most other elves in Erilar to help filter out the bitter winds.  

A Hardy Elf

Snow elves, or more locally known as Highland Elves or Tundra Elves, live in small tight-knit communities in the far northern territories, but the further away from the poles and the lest hostile the climate, the larger their settlements become. Some of their southern cities are just as impressive as any other city that you would find else where in the world.  

Snow Elf Traits

Your Snow 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 and your Constitution score increases by 1.
Age. Snow Elf reach physical maturity at about the same age as humans and other Elves. Snow Elf age at the same rate as normal elves and can live to be 750 years old.
Alignment. Snow evles need to band together to thrive in such hostile climates, so their alignment usually land towards lawful and neutral alignments. Those who are a bit more chaotic or aim to actively harm their settlements are often exiled, so evil or chaotic snow elves are also the most likely to venture from their homeland.
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 polar winters where it can be dark for months, 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.
Tundra Survival. You have advantage on Constitution saving throws, Nature checks and Survival checks when in cold and snow-covered environments
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.
language. so they can add Elvish ballads to their repertoires.
   

Sun Elf  

    Hailing from the vast desert lands of Aryt'Sau on the continent of Q'Arada, Sun elves have developed a unique appearance and culture compared to other elves as they adapted to living under the hot desert sun.    

Steeped in History

The Sun Elves are said to be one of the oldest races of elves in Erilar. They have been walking the sands of Q'Arada for Millenia, watching the shifting of the dunes as Cities grow from, and are eventually return to the sand from whence they came.
 

Sun Elf Traits

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.
Alignment Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
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.
Desert Survival. You have advantage on Constitution saving throws, Nature checks and Survival checks when in hot and arid environments
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 and Q'Aradian.
Genetic Ancestor(s)