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Elf

Elves were a long-lived race most commonly in forests, shrublands, and other wildernesses areas. From time to time the elves organized strong nations and in some cases adopting even a nomadic lifestyle. Almost all elves worshiped Darach-Albith, High God of Elves, and the elves were generally, though not always, good in nature.   Elves stood on average 5'4" - 6'0" and weighed 130–170 pounds. Usually, true elves were a naturally slender and athletic race. Elves had a similar range of complexions to humans, with wood elves typically coppery or pale skinned and wild elves having darker pigmentation. Often, elven hair was dark, either brown or black, with copper red or blond hair also found amongst wood elves, although orange or even green hues were not completely unheard of. Elven eyes are commonly brown, hazel, or an emerald green. Elves, like their cousins the eladrin, were fair and beautiful, handsome, and had pointed ears and no body hair except eyebrows, eyelashes, and hair.   Elves matured at roughly the same rate as humans, though they were not usually considered past adolescence until they reached 110 years of age. Unlike humans, elves did not age dramatically as their lifespan came to a close, with the most obvious changes being a change in hair color, alternatively graying or darkening. Most elves remained healthy and full of life up until their death, which, if age-related, was usually between two and nine centuries.   Elves commonly possessed strong but swiftly passing passions, being moved easily to laughter, anger, or misery and as quickly calmed. They were known for their impulsive behavior and, as a result, many races saw them as flighty or impetuous. However, elves were not as flaky as others might interpret them to be, and they were typically responsible despite their almost whimsical nature. Partially due to their long lifespan (though not entirely, since many long-lived races acted differently), elves had difficulty taking some matters as seriously as other races, but when threats they recognize did arise, elves were strong friends and allies to those they were loyal to.  

Masculine Names

Bialaer, Thallan, Othorion, Airdan, Aerendyl, Belanor, Elpharae, Haladavar, Theodas, Druindar  

Feminine Names

Sumina, Amara, Shalendra, Ciliren, Geminara, Nimeroni, Aenwyn, Elanalue, Thessalia, Merialeth

Elf Stats and Abilities

Ability Score Increase: Your Dexterity score increases by 2.
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.
Languages: You can speak, read, and write one Human Language (usually Westerling) and Elven.
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 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.
Subrace: Choose one of the options below.
 

High Elf

As a high elf, you have a keen mind and a mastery of at least basic magical theory.
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 list. Intelligence is your spellcasting ability for it.
Extra Language: You can read, speak, and write one additional language of your choice.  

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.
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 (Drow)

Descendants of an earlier, dark-skinned race of elf, the Drow were banished from the surface for following the goddess Lolth down her path of evil and corruption.
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 faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
  Alternate: A Drow that has become more accustomed to the surface may forgo taking Superior Darkvision and also remove Sunlight Sensitivity.  

Sea Elf

As a Sea Elf, you are well adapted to life in the sea.
Ability Score Increase: Your Constitution score increases by 1.
Sea Elf Weapon 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 Small or smallere beasts that have an inborn swimming speed.
Extra Language: You can speak, read, and write Aquan (a dialect of Primordial).  

Snow Elf

As a Snow Elf, you are well adapted to the chilly weather found in the northern reaches of the world. Ability Score Increase: Your Wisdom score increases by 1.
Snow Sight: Your vision is not hindered by heavy weather conditions such as falling snow, rain or mist.
Cold Resistance: You have resistance against cold damage and you ignore any of the drawbacks caused by cold, arctic environments such as difficult terrain and slippery ice.
Ice Magic: You know the ray of frost cantrip. Wisdom is your spellcasting ability for it.
Snow Elf Weapon Training: You are proficient with the greatsword, longsword, pike, and war pick.  

Bayou Elf

As a Bayou Elf, you are well adapted to life among the swampy regions of the world. Bayou elves often look like Sea Elves
Ability Score Increase: Your Constitution score increases by 1.
Cold Resistance: You have resistance against cold damage.
Bayou Elf Weapon Training: You are proficient with the spear, trident, light crossbow, and net.
Swamp Acclimation: You have advantage on saves against diseases.   When a Bayou elf reaches puberty, they go through an aquatic phase and gain Child of the Water, Amphibious and Water Dependency rules. These end when the Swamp Elf reaches adulthood, generally lasting about a year of a Bayou Elfs life.
Child of the Water: You have a swimming speed of 30 feet and your land speed drops by 10 feet.
Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Amphibious: You can breathe air and water.  

Shadar-kai

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 elves like the rest of their kin, but now they exist in a strange state between life and death, their skin pale and their bodies marked by piercings and eerie tattoos. They often resembled Drow.
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.  

Eladrin

Eladrin are elves native to the Feywild, a realm of unpredictability and boundless magic. As creatures of the Feywild, eladrin can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of freedom with benign self-interest. Eladrin that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains.
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).
Lifespan
Although elves reach physical maturity at 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, living to 750
Average Height
5' - 6'
Average Weight
130-170lbs
Languages
Elven
One Human Language




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