Elvenkind

"The Elves - Pfah! They think that they are the only true race. They look down on the rest of us. For a degenerate species, they certainly think highly of themselves. They call the rest of us animals or barbarians unless we fight back, then they call us monsters! I don't care about The Noblewhite Alliance, let the politicians sort all that out. We are at war with the elves, mark my words, and until we all realize that it'll be these little raids here and there.   "I'm not waiting. I'll get my due and the Keebs will regret their arrogance."   Archmage Dulacar, of The Brass Tower

Basic Information

Anatomy

Elves are shorter than humans, light-boned, with delicate features and almond shaped eyes. Their defining characteristic according to humans is their instantly recognizable pair of long, pointed ears.

Additional Information

Geographic Origin and Distribution

On Seaudyr, Elves typically reside from Doroinir Nimloth. High elves rule the city, wood elves rule the rural forests, and sea elves ply the coasts.

Average Intelligence

Elves tend to be intelligent, and this is particularly true of the High Elves.

Perception and Sensory Capabilities

Elves can see in the dark like cats.

Civilization and Culture

Naming Traditions

Elves have three names: A given name, a family name, and a truename. They give the truename only to their most trusted friends and lovers.

Beauty Ideals

Elves value symmetry, grace, and common interests.

Courtship Ideals

Elves rarely rush into love, taking the long approach. Their most whirlwind romances start off with several months of poetry followed by at least a year of gift-giving, all before the first date.

Major Language Groups and Dialects

Elves speak Elven and Common. Many also speak either Sylvan or Aquan.

Common Taboos

Elves do not kill elves. It simply is not done. When elves MUST war with each other, they perform 'counting coup' instead.

Interspecies Relations and Assumptions

Elves are in The Noblewhite Alliance, and are therefore allied with the Humans and Dwarves. They are at war with the Greenskins
Genetic Ancestor(s)
Genetic Descendants
Origin/Ancestry
High, Wood, Sea, Drow, Blood, Eladrin
Lifespan
700-900 years
Average Height
5'4 - 6'0
Average Weight
130 - 170 lbs
Average Physique
Elves tend to be slim, with delicate frames and features.
Related Organizations
Related Materials

Elvenkind

Ability Score Increase +2 Dex
Size Medium
Speed 30 ft.

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.   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.   Subrace. Choose one: High Elf, Wood Elf, Dark Elf, Blood Elf, Sea Elf of Eladrin.  

High Elf

Descended from the bureaucratic and priestly caste of the La'Shei, your people have inherited the upper classes of elf society.   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

Also known as 'low elf,' you are descended from the common folk of the La'Shei empire. These days, your kind live in the forests and slums of elf lands.   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

You are descended from a rebellious caste of La'Shei criminals. The blood of demons runs through your veins, and the society that birthed you is as violent and evil as you'd expect from that.   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.  

Blood Elf

You are descended from the warrior caste of the La'Shei. You carry a curse in you that threatens to drive you mad.   Ability Scores: You gain +1 Constitution.   Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.   Elf Weapon Expertise: You have expertise in the longsword and shortsword (add double your proficiency bonus)   The Blood Frenzy: You are a victim of The Blood Frenzy. See the linked page for details.   Bite: You have a bite attack. This attack can be used as a bonus action, and deals 1d4+1/2 your Strength bonus as piercing damage.  

Sea Elf

You are descended from the naval caste of the La'Shei empire. Your people barely noticed it when the Gray Elves disappeared, and continued living just above and below the waves unabated.   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.  

Eladrin

You are at least tangentially related to elf royalty, descended from La'Shei that spent too long in the Feywild.   Eladrin have the following traits in common⁠, in addition to the traits they share with other elves. Choose your eladrin’s season: autumn, winter, spring, or summer. 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:   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).  

Shadar-Kai

  Shadar-Kai have the following traits in common⁠, in addition to the traits they share with other elves. Your Constitution score increases by 1.   Shadow Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see that contains a shadow. Once you use this trait, you can't do so again until 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.
 

Languages. Common, Elf


Articles under Elvenkind


Comments

Please Login in order to comment!