Elf

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General Information
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.

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. 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.

Elves of Tobor
Elves are among the oldest races on Tobor. Having come to the world as Eladrin settlers, they were quick to adapt to all sorts of environments presented to them on the planet. When the giants opened their portal to leave Tobor, Elves were among the first races to harness the magic, and their studies have lead to the discovery and development of a majority of spells used by arcane casters today. This magical influence is also found in every nation they established, from the High Elven citystate of Oceanstone, the Eladrin realm of the Feywood Island or the Woodelf Tribes of Tilsin Island.

Elf Features
Ability Score Increase: You gain a +2 to your Dexterity.

Age: Elves reach physical maturity at about the same age as humans, being considered adults at age 100. They have a lifespan of 750 years.

Alignment: Elves love freedom, variety and self-expression, causing them to strongly lean towards chaotic alignments, and have a sense of protection for others and themselves, making them usually aligning with the force of good. Drow and Shadar-Kai present exceptions, both leaning often toward selfish and evil behavior.

Size: Elves range in size from under 5ft to over 6 feet with slender builds, but on average are slightly shorter than humans. On average, elves weigh around 100 to 150 pounds. Your Size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Keen Senses: You have proficiency in the Perception skill.

Language: You can speak, read and write Common and Elven.

Elf Subraces
Elves adapt fast to new enviornments, and thus have colonized just about any space that could be colonized, changing and evolving in ways that allows them to live in their chosen terrain.



Drow
Drow, also known as Dark Elves, are a group of elves that were banished from the surface world for following their spider goddess Lolth, who lead them to evil and corruption. Their society is matriarchal, cruel and rewards betrayal and unfair play. Some Drow have rejected Lolth, returning to the surface. They are still distrusted, but time will heal that wound too.

Ability Score Increase: You gain a +1 to Charisma.

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.

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.



Eladrin
Elves native to the Feywild, they associate with the four seasons and physically change based on their mood. Among the wildest of Elves, they cause delightful chaos. Eladrin are a rare sight in Tobor nowadays, but used to be rampant in the old days.

After a long rest, any Eladrin can change their season, choosing between Autumn, Winter, Spring or Summer, gaining a trait specific to each season.

Ability Score Increase: Your gain a +1 to Charisma.

Fey Step: As a bonus action, you can magically teleport up to 30ft to an unoccupied space you can see. Once you use this trait, you can't od 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: unoccupied space of your choice that you can see within 30 feet of you.
 * Autumn: Immediatly 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 for 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
 * Summer: Immediatly 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
High elves are known for their elegance, keen minds and mastery magic. Often seen as aloof and arrogant, they can be very friendly and helpful once you get to know them. They strive to be the greatest of all Elves, and see themselves as better than any other race.

Ability Score Increase: You gain a +1 to Intelligence.

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.



Pallid Elf
Pallid Elves are mystical and insightful folk, with strong ties to the moons. They are easily identified by their larger ears and pitchblack eyes. Pallid Elves don't have nations of their own, and live nomadic lives as curious wanderers.

Ability Score Increase: You gain a +1 to Wisdom.

Incisive Sense: You have advantage on Investigation and Insight checks.

Blessing of the Moon: 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.

Sea Elf
Sea Elves are aquatic Elves with settlements on the ocean shallows and on the Elemental Plane of Water. Adapt to navigating the depths, they explore the waters upon many worlds. Sea Elves are often seen as the least sophisticated due to their practical nature, but they enjoy arts and crafts just like any other Elf.

Ability Score Increase: You gain a +1 to Constitution.

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 beasts that has an innate swimming speed.

Sea Elf Training: You have proficiency with the spear, trident, light crossbow and net.

Shadar-Kai
In the service of the Raven Queen, the Shadar-Kai venture into the worlds from the Shadowfell to do her bidding. Once as joyful and chaotic as other Elves, their duty to the Raven Queen has left them in a state almost devoid of emotions, a strange state between life and death.

Ability Score Increase: You gain a +1 to Constitution.

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 transluscent.

Wood Elf
With keen senses and intuition, Wood Elves navigate the forests they call home quickly and stealthly. Usually reclusive and distrusting of outsiders, some Wood Elf communities go to great lengths to remain hidden from the outside world.

Ability Score Increase: You gain a +1 to your Wisdom.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow and longbow.

Fleet of Foot: Your base walking speed increase to 35 feet.

Mask of Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.