Elf

Elf

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.
ability score increase: +2 to Dexterity
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 others' freedom as well as their own, and are good more often than not. 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 Elven.
race features:

Elf Race Features (PHB):

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.  

Elf Subrace Features:

 

Dark Elf, Drow (PHB):

Ability Score Increase. Your Charisma score increases by 1.   Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.   Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once 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.  

Eladrin (Mordenkainen):

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 to your own needs.
3 There are no simple meals, only lavish feasts.
4 You stock up on fine food and drink. You hate going without such comforts.
d4 Autumn Flaw
1 You trust others without thought.
2 You give to the point that you leave yourself without necessary supplies.
3 Everyone is your friend, or a potential friend.
4 You spend excessively on creature comforts.

Winter

d4 Winter Personality Trait
1 The worst case is most likely to occur.
2 You preserve what you have. Better to be hungry today and have food for tomorrow.
3 Life is full of dangers, but you are ready for them.
4 A penny spent is a penny lost forever.
d4 Winter Flaw
1 Everything dies eventually. Why bother building anything that is supposedly meant to last?
2 Nothing matters to you, and you allow others to guide your actions.
3 Your needs come first. In winter, all must watch out for themselves.
4 You speak only to point out the flaws in others’ plans.

Spring

d4 Spring Personality Trait
1 Every day is the greatest day of your life.
2 You do everything with enthusiasm, even the most mundane chores.
3 You love music and song. You supply a tune yourself if no one else can.
4 You can’t stay still.
d4 Spring Flaws
1 You overdrink.
2 Toil is for drudges. Yours should be a life of leisure.
3 A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4 Anything worth doing is worth doing again and again.

Summer

d4 Summer Personality Traits
1 You believe that direct confrontation is the best way to solve problems.
2 Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.
3 You stand tall and strong so that others can lean on you.
4 You maintain an intimidating front. Better to prevent fights with a show of force than to harm others.
d4 Summer Flaws
1 You are stubborn. Let others change.
2 The best option is one that is swift, unexpected, and overwhelming.
3 Punch first. Talk later.
4 Your fury can carry you through anything.
Ability Score Increase. Your Charisma score increases by 1.   Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

High Elf (PHB):

Ability Score Increase. Your Intelligence score increases by 1.   Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Extra Language. You can read, speak, and write one additional language of your choice.  

Sea Elf (Mordenkainen):

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. 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.  

Shadar-Kai (Mordenkainen):

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. Your Constitution score increases by 1.   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.  

Wood Elf (PHB):

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.  

Pallid Elf (Wildemount):

Ability Score Increase. Your Wisdom score increases by 1.   Incisive Sense. You have advantage on Investigation and Insight checks.   Blessing of the Moonweaver. You know the Light cantrip. When you reach 3rd level, you can cast Sleep once, and it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.  

Mark of the Shadow Elf (Eberron):

Ability Score Increase. Your Charisma score increases by 1   Cunning Intuition. Whenever you roll a Dexterity (Stealth) check or a Charisma (Performance) check, roll a d4 and add the number rolled to the total ability check.   Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd level, you can also cast the Invisibility spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Charisma is your Spellcasting Ability for these spells. Spells of the Mark. If you have the Spellcasting or Pact Magic class features, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.
Spell Level Spell
1st Disguise Self, Silent Image
2nd Darkness, Pass Without Trace
3rd Clairvoyance, Major Image
4th Greater Invisibility, Hallucinatory Terrain
5th Mislead
Elves are descendants of the Fae. They are more down to earth than the Fae themselves, but seem alien to other races such as humans and dwarves. They are one of the less common of the common races. However, they are occasionally found within the settlements of other races. Although elves are extremely varied by their subrace, they do share some common characteristics. Once they are full grown, elves do not physically age. An elf who is on their deathbed will look as young as they were when they first reached adulthood. Their souls are immortal and as such will reincarnate when they die. Elves do not sleep, they instead enter a trance where they reflect on their day or other events on their life. As they age, an elf will start to see visions of previous lives of which they previously do not remember. Where elves are found and their society vary by their subrace.

Wood elves:
Wood elves are the most common subrace of elves. They are usually found in large forests. They set up cities high up in the trees and move often. Choosing not to stay too long in one place. They are the most flight and free spirited of the elves and will typically stay out of the affairs of the other races of the world. Due to their unpredictable nature, they are very useful in battle and are prized by countries that are able to get their hands on a wood elf.

High elves:
High elves are the most down to earth of the elves, often compared to humans. They are a proud race, to the point where other races consider them arrogant. They tend to live in beautiful cities and engage with other races often. They are very skilled magic users as reflected in their architecture. High elven architecture often defy the laws of physics, built through the use of magic. High elves are fearsome mages in combat.

Drow:
The Drow are almost universally hated. They are usually born with an affinity for dark magic and usually live in the underdark. Drow are very rarely seen outside of the underdark due to their weakness to sunlight. This seclusion and affinity for necrotic magic have led to a culture very different from the surface races. A drow may see no problem necromancy. These cultural differences further fuel the distain for drow. They are not typically welcome in most surface settlements, and if they are, they are closely watched.

Eladrin:
Eladrin are the most Fae-like of the elves and have merged with the magic of the Feywilds. An Eladrin's appearance changes based on their mood and they are prone to wild mood swings, however, they may choose to change their appearance at will, taking the form of one of the seasons. The Eladrin love music and art and will often surround themselves with anything they find beautiful. An Eladrin may be seen with small trinkets tangled within their twigs. They are the rarest of the elven subraces and most people will never see one. Most Eladrin live in the Feywilds and as such do not have any settlements on the material world. They are welcome in most societies and often garner much attention when they do appear, however rare that is.

Shadar-kai:
Shadar-kai, also known as shadow fey, are a race of shadow-like fey connected to Shadowfell. They are believed to have originated as an offshoot of elves associated with the Raven Queen, although other legends of their origins exist. Unlike every other subrace of elf, a Shadar-kai will look old and frail when in their home plane of Shadowfell. However, they will still look somewhat youthful while in the material plane. The Shadar-kai are a mysterious race. They will appear on the material plane, seemingly on the hunt for something and disappear when they find whatever they were looking for. They are devoid of emotion and very rarely associate with the races of the material plane.


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.
TLDR: Elves, although one of the common races, usually live within their own settlements. However, they may be found in small numbers within other settlements. Their traits vary widely according to their subrace.
HAUGHTY BUT GRACIOUS Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.”
Halflings. “Halflings are people of simple pleasures, and that is not a quality to scorn. They’re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.”
Humans. “All that haste, their ambition and drive to accomplish something before their brief lives pass away—human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.” THE DARKNESS OF THE DROW Were it not for one renowned exception, the race of drow would be universally reviled. To most, they are a race of demon-worshiping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position.     Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.
"I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams.The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.   — Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight