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Elf

Abeir-Toril Elves (The Forgotten Realms)

Elves are a magical people of otherworldly grace, living 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.

Elf Features

  • 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: 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.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Keen Senses: You have proficiency in the Perception skill.
  • Languages: You can speak, read, and write Common and Elven.
  (Source: Dungeons and Dragons: Players Handbook)  

Magic: The Gathering

 

Zendikarii

  Elves are strongly associated with nature, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.     The elves of Zendikar have much in common with the elves of other worlds. Your elf character has the following traits.  
  • Ability Score Increase: Your Wisdom score increases by 2. This replaces the standard elf Ability Score Increase presented in the Player’s Handbook

Subrace

  Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.

Tajuru Nation

  The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.
  • Ability Score Increase: Your Charisma score increases by 1.
  • Skill Versatility: You gain proficiency in any combination of two skills or tools of your choice.

Juraga Nation

  The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar— or even for other elves. The survival of their nation and its traditions is the Joraga elves’ only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans’ aggressive exterior.
  • Ability Score Increase: Your Dexterity 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.

Mul Daya Nation

  Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order. Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.
  • Ability Score Increase. Your Strength 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.
  • Mul Daya Magic: You know the chill touch cantrip. When you reach 3rd level, you can cast the hex 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. Wisdom is your spellcasting ability for these spells.
  • Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
  (Source: Plane Shift - Zendikar)  

Vahadar

  The Vahadar are elves who dwell in the cities of Kaladesh. They are comfortable with technology, and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The Vahadar are generally integrated into the rest of society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specific garden-like neighborhoods) and engaging in trade.  
  • Ability Score Increase: Your Wisdom 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 Druid spell list. Wisdom is your spellcasting ability for it.
  • Extra Language: You can speak, read, and write one extra language of your choice.
(Source: Plane Shift - Kaladesh)  

Mnemosythian Elves (Orignal Content)

Genetic Descendants
Origin/Ancestry
Fey
Lifespan
An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Average Height
5 Feet 4 Inches to 6 Foot (Dungeons & Dragons Player's Handbook 1(4E))
Average Weight
130–170 pounds (Dungeons & Dragons Player's Handbook 1(4E))
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