D&D 5e Playable Race SCAR server: Elf Image: Nipuni

Elf

Source: Player's Handbook

“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


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 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.


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.”



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)



Elf Traits

Your Elf character has the following racial Traits.


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. While elves used to live up to 750 years, they have begun to live only up to 400, due to unknown circumstances...


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.


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 don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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.


An elf can spend 1 minute to expend hit dice to heal themselves as if they took a short rest, announcing the number of Hit Dice being used before rolling (this is not considered a short rest to regain use of abilities) This can be done a number of times per long rest equal to half of your Proficiency Bonus.


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 songs and poems are famous among other races. Many bards learn their language so they can add elvish ballads to their repertoires.


Subrace. Ancient divides among the elven people resulted in three main subraces: High, Wood, and Dark, who are commonly called Drow. Faerun is also host to Eladrin and Sea Elves. Choose one of them for your character.

Drow (Subrace)

Source: Player's Handbook

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. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth’s web.


Note: In place of Elvish, you may learn Undercommon instead. Consider your upbringing, if you would know the above-ground language, or the below-ground one.


Sunlight Sensitivity. Your Darkvision has a radius of 120 feet. However this innate ability gains the Sunlight Sensitivity trait. 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 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 with this trait and regain the ability to do so when you finish a long rest. Charisma is your Spellcasting ability for these spells.

Eladrin (Subrace)

Source: Mordenkainen's Tome of Foes (SCAR Version)

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.


Changeable Nature

Whenever one of the eladrin⁠ presented here finishes a Long Rest, it can associate itself with a different season, provided it isn't incapacitated⁠. When the eladrin⁠ makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin⁠ sustained in its original form applies to the new form, as do any conditions⁠ or other ongoing Effects affecting it.


Eladrin Traits

Fey Step. As a bonus action⁠, you can magically teleport⁠ up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to half your Proficiency Bonus (rounded down) per 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 Proficiency bonus.

High (Subrace)

Source: Player's Handbook

As a high elf, you have a keen ⁠mind and a mastery of at least the basics of magic. The sun elves are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. Moon elves are more common⁠ and more friendly, and often encountered among humans and other races.


The sun elves of Faerûn (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.


Highborn. You gain proficiency in two weapons (Shortbow, Recurve Bow, Longsword, Shortsword), one additional exotic language of choice, and one Cantrip from the Wizard spell list. Intelligence is your spellcasting ability for this.

Sea (Subrace)

Source: Mordenkainen's Tome of Foes (SCAR Version)

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, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.


Child of The Sea. You can breathe air and water, and you have resistance to Cold damage and a Swim speed of 30 feet.


Languages. You can speak, read, and write Aquan.


Sahuagin: Danger from the Depths

The sea elves face as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society, and they consider the entire sea to be their domain.


Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah⁠, the sahuagin⁠ still wouldn’t be able to get along with them—in the grip of a blood frenzy⁠, sahuagin⁠ will tear apart even others of their own kind!

Wood (Subrace)

Source: Player's Handbook

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


Mask of the Wild. Your base walking speed increases to 35 feet. In addition when you are in a lightly obscured phenomena (foliage, heavy rain, falling snow, mist, ect to DM discretion) you can cast the Invisibility spell, once per long rest, without requiring the material component.