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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 and 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.  

Player's Handbook

Elf

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Although elves reach physical maturity at about the same age as humans, the eleven 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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
race features:
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.

Volo's Complete Subrace Handbook

Avariel (Winged Elf)

The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist in the Material Plane and on the Plane of Air.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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: Medium
speed: Your base walking speed is 30 feet.
Languages: You speak, read, and write Common, Elven, and Auran
parent race: Elf
race features:
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.   Avariel Weapon Training. You are proficient with the javelin, spear, shortbow, and longbow.   Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Plane Shift Kaladesh

Bashi and Ghira (Wood Elf)

This elf is not native to Tarana, having been brought over by the Omniversal Nexus from a world long since forgotten. The Bisha tend to favor putting their homes in isolated communities located in forest and country side terrains, however they still trade with outsiders.   Ghira elves forsake technology entirely, withdrawing to the wilder areas of the world, and few even know they even exist   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 Faerun, 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: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   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.   Fleet of Foot. Your ground 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.
Wood elves have a copper-hued complexion with dark brown hair and green eyes that cover shades from moss to jade. Elves range from under 5 to over 6 feet tall and have slender builds.

Volo's Complete Subrace Handbook

Celadrin (Fire Elf)

Celadrins are a subrace of elf related to eladrin, and touched by the plane of fire. Celadrin are gifted with a beautiful voice, and filled with a natural warmth and wanderlust. They are rarer than other elves, and are typically found in communities of high elves. Free-spirited like the flame, they are more chaotic than most other elves, and value their freedom more than most. Celadrins mostly resemble high elves, but with flame-red hair, bronze skin, and gold eyes that glimmer and glow with an unstable inner fire.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed:
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Melodious Voice. You are proficient in the performance skill.   Elven Weapon Training. You are proficient with the longsword, shortsword, shortbow, and longbow.   Fiery Gaze. Once you reach 5th level, you can cast the scorching ray spell as a 2nd-level spell once per day. You do not require somatic components when casting the spell this way and the spell emerges from your eyes. Charisma is your spellcasting ability for this spell.   Extra Language. You can speak, read, and write Ignan.

Crystal Spire

Chavari (Mist Elf)

Mist Elves come from the the region of Nwlin on Gaelin. They live in isolated communities and tend to stay away from other races, cultures, and powers, cultivating a very isolationist stance.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Skill Versatility. You have proficiency with any combination of two other skills or tools of your choice.   Obfuscate. When in the presence of a mist, you can use the hide action, even when someone is looking right at you, rendering yourself invisible.
Mist elves have porcelain white skin, hair platinum white hair, and silver or lavender eyes. They stand on average 5'4" to 5'6," but otherwise look very much like a high elf in stature and physique.

Player's Handbook

Drow (Dark Elf)

As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.   The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult's influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth's web.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.   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; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it 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.
Dark elves have jet black skin, hair as white as snow, and eyes that are a deep crimson. Elves range from under 5 to over 6 feet tall and have slender builds.

Mordenkainen's Tome of Foes

Eladrin (Feywild Elf)

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. 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 for 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 Autum Flaw
1 You trust others without a second thought
2 You give to others, 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 the 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 Flaws
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 com first. In winter, all must watch out for themselves.
4 You speak only to point out the flaws in other's plans
Spring
d4 Spring Personality Trait
1 Every day is the greatest day of your life
2 You approach 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 o 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 accomplish 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. It's 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: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season.   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).

Volo's Complete Subrace Handbook

Grugach (Wild Elf)

The grugach of shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion. The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Grugach Weapon Training. You are proficient with the spear, short bow, long bow, and net.   Druidic Talent. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per day as a 1st-level spell using this trait. Wisdom is your spellcasting ability for this spell.

3.5e Conversion

Haladrin (Painted Elf)

Painted elves are native to the Dahara Wastes and the Majahara Badlands on the continent of Makhet. Some may even be found in the Azerban desert. It's in these wastelands that they paint their bodies to act as cameoflage with their enviornment.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Wasteland Cameoflage. You can attempt to hide while against the desert sands and dunes, even when you are only lightly obscured by the sands.
Painted Elves have a reddish brown complexion, with brown eyes. Their hair is black and, when kept, worn in braids, however it is much more common for the painted elves to shave their heads as a means of preventing lice.

Mordenkainen's Tome of Foes

Havi (Sea Elf)

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 in the ocean shallows and on the Elemental Plane of Water.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   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. Extra Language. You can speak, read, and write Aquan.

Kasari (Snow Elf)

As a snow elf, you have spent your entire life in grand cities hidden in frozen tundras and snow capped peaks
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race: Elf
race features:
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.   Elf Weapon Training. You have proficiency with the longsword, showrtsword, shortbow, and long bow.   Frost Magic. You know the ray of frost cantrip. When you reach 3rd level, you can cast the absorb elements spell once per day. When you reahc 5th level, you can also cast the sleet storm spell once per day. Intelligence is your spellcasting ability for these spells.

Volo's Complete Subrace Handbook

Lythari (Wolf Elf)

Lythari are true lycanthropes, elves given the ancient curse of the werewolf through a ritual of transformation, or a birth to lycanthropic parents. Unlike their parents, Lythari do not transform into a hybrid of humanoid and wolf, instead possessing a true wolf form. Lythari are almost exclusively found in wood elf lands roaming in packs. Lythari have shaggier hair, sharper teeth, and more pointed ears, making them more animalistic looking than their wood-elf cousins. Though they may share in the curse of lycanthropy, unlike a werewolf or similar creature, the bite of the lythari does not spread their curse.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Elven Weapon Training. You are proficient with the longsword, shortsword, shortbow and longbow.   Wolf Shape. You can use your action to polymorph into a medium wolf, or back into your true form. Your statistics are the same in each form, except your wolf form’s AC is equal to 10 + your Dexterity modifier. Any equipment you are wearing or carrying transforms with you, becoming part of your wolf form, and your corpse transforms back into your true form if you die while in your wolf shape. You cannot speak or cast spells while transformed.   While transformed, your sharp teeth become a natural weapon, which you can use to make unarmed strikes. If you hit with your bite you deal 2d4 piercing damage and if the target is large or smaller you can use your bonus action to force the creature to make a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. The damage of your bite increases to 2d6 at 11th level.   Extra Language. You can speak, read, and write Gnoll

Player's Handbook

Mareddi (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 Faerun (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.   The High elves of Tarana call themselves Maredd (pronounced mah-reth). They have a golden complexion with ebony black hair and shining golden- or green-colored eyes.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   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 choosing.
High Elves have a golden-hued complexion, with brown hair and green or blue eyes. Elves range from under 5 to over 6 feet tall and have slender builds.

Explorer's Guide to Wildemount

Pwylli (Pallid Elf)

These elves are nonnative to the world of Tarana, brought over by the nature of the omniversal nexus that has centered itself on the world. The Pwylli are mystical, insightful people with skin as pale that they are often mistaken for Mist Elves. 
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Incisive Sense. You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.   Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep 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 invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Mordenkainen's Tome of Foes

Shadar-Kai (Shadow Elf)

Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. 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 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.
Shadow elves have a blue-grey complexion, with black hair and dark grey eyes. Elves range from under 5 to over 6 feet tall and have slender builds.

Plane Shift Kaladesh

Vadha (Vahadar Elf)

These elves are not native to the world of Tarana, being brought over by the Omniversal Nexus. These elves have fully embraced technology, and often work as plannars, architects, inventors. Some of them even use Bashi cultivation methods to grow food on rooftops, towers, and greenways. While they tend to live in technologically developed locations, they still prefer garden-like neighborhoods.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
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.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   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.   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 choosing.

Astral Adventurer's Guide

Zatrel (Astral Elf)

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes.   Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell on the Astral Plane can live to be more than 750 years old.   No one can agree how Astral Elves came to dwell on Tarana, or why they are unable to leave. All that can be said for certain is they are here to stay.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 towards the gentler aspects of chaos. They value and protect other's 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: Medium
speed: Your base walking speed is 30 feet.
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 song and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.
parent race: Elf
race features:
Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).   Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Keen Senses. You have proficiency in the Perception skill.   Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Astral Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.

Civilization and Culture

Naming Traditions

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), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
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