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.
Favorite Weapons
Typical elven culture may favor bows and swords.
Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other species. They are slightly shorter than humans on average and are more slender than humans. 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 species 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.
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), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Creature type. You are a Humanoid.
Health. Your health increases by 6.
Size. Your size is Medium and you stand between 160 centimeters and 200 centimeters tall.
Speed. Your base walking speed is 5 meters.
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.
Low-Light Vision. Accustomed to twilight forests and the night sky, you have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.
Keen Senses. You are capable with 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 semi-conscious, 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.
Variant. Societal divides among the elven people resulted in a few variants: high elves, wood elves, and the rare drow, sea elf, and shadar-kai. Choose one of these variants. To some worlds, these variants are divided still further, so if you wish, you can choose a narrower variant.
High Elf
High elves are graceful warriors and wizards that originated from the realm of Faerie, also known as the Feywild. In addition to living in the Feywild, they are at home in Arvandor and Gates of the Moon as well as the forests of the world. They are magical in nature and share an interest in the arcane arts.
Languages. You are proficient with Linguistics (Common) and Linguistics (Elvish).
Arcane Magic. You know two cantrips from the Arcane power source. When you reach 3rd level, choose two spells that cost 1 mana from the Arcane power source. You know the spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.
At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.
If you have mana, you can augment your spell by expending mana, up to your mana limit.
Extra Language. You are proficient with Linguistics (one 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. Wood elves’ skin lends to be copperish in hue, sometimes with traces of green. Their hair lends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Languages. You are proficient with Linguistics (Common) and Linguistics (Elvish).
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.
Upbringing. You have trained to hunt or you have learned to commune with the natural world. Choose Fleet of Foot and Hunter or Natural Magic:
Fleet of Foot. Your base walking speed increases to 6 meters.
Hunter. You have advantage on skill checks to track creatures, can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Natural Magic. You know one cantrip from the Primal power source. When you reach 3rd level, choose two spells that cost 1 mana from the Primal power source. You know the spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.
At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.
If you have mana, you can augment your spell by expending mana, up to your mana limit.
Drow
Descended from an earlier variant of dark-skinned elves; the drow were banished from the surface world. Now they have built their own civilization in the depths of the Underdark. Drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.
Some other species refer to drow by other names. Deep Elves is a term that other species might refer to drow as they primarily live below the surface. Dark Elves is a derogatory term that drow don’t like as it implies negative traits of either their skin color or that they are evil.
Languages. You are proficient with Linguistics (Elvish) and either Linguistics (Common) or Linguistics (Undercommon).
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 20 meters 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.
Sunlight Sensitivity. You have disadvantage on attacks and on 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 have inherited the innate spellcasting ability of your ancestors. You know the dancing lights cantrip. When you reach 3rd level, you know the darkness, faerie fire, and levitate spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.
If you have mana, you can augment your spell by expending mana, up to your mana limit.
Sea Elf
Descended from an earlier variant of dark-skinned elves; the drow were banished from the surface world. Now they have built their own civilization in the depths of the Underdark. Drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.
Some other species refer to drow by other names. Deep Elves is a term that other species might refer to drow as they primarily live below the surface. Dark Elves is a derogatory term that drow don’t like as it implies negative traits of either their skin color or that they are evil.
Languages. You are proficient with Linguistics (Elvish), Linguistics (Common), and Linguistics (Aquan).
Low-Light Vision. Accustomed to the gloom of the depths, you have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.
Amphibious. You can breathe air and water.
Emissary of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas with animals that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Water Dependent. Your body requires constant submersion in fresh or salt water. If you spend more than 1 day without fully submerging yourself in water, you risk internal organ failure, painful cracking of the skin, and death. You gain an exhausted level for every four hours after the original 24 hours.
Shadar-kai
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.
Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Languages. You are proficient with Linguistics (Common) and Linguistics (Elvish).
Darkvision. You can see in dim light within 10 meters 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.
Necrotic Resistance. You have resistance to necrotic damage.
Blessing of the Raven Queen. On your turn, you can magically teleport up to 5 meters to an unoccupied space you can see. Once you use this trait, you must finish a short or long rest before you can use it again.
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.
Beginning at 13th level, you can use this trait twice between rests.