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. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.
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 around 750-1,000 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. Elves range from under 5 to over 6 feet tall, although they typically tend to be on the taller side. They also usually have very slender and graceful builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Low Light Vision. Accustomed to twilit forests and the night sky, you have adjusted to vision in very dim conditions where some light is still present. You can see in dim light within 40 feet of you as if it were bright light.
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. While in this trance, you are still aware of your surroundings, but have a -5 to your passive perception.
Keen Senses. You have proficiency in the Perception skill. If you already have this skill, you gain expertise in it.
Languages. You can speak, read, and write Common and Elven.
Elven Ancestry
Elves are perhaps one of the most easily adaptable races, influenced strongly by their surroundings. Many different types of elves exist as they draw upon the magic that they live within. Choose one of the following types of elf listed below, which determines which extra abilities you are granted.
Drow
The drow were banished from the surface world for following dark gods and goddesses, down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark. Drow are typically cruel and evil, seeing all other races as creatures to be enslaved and conquered. Drow are feared by surface dwellers, they are the boogeymen that steal people away and enslave them in the Underdark.
The drow have skin that ranges from black, dark purples, and greyish blues. They typically have stark white or pale yellow hair, and commonly have very pale eyes in shades of lilac, silver, pink, red, and blue. They lend to be smaller and thinner than most elves.
Darkvision. Accustomed to the complete lack of sunlight in the Underdark, you can see in dim light within 40 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
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 short or 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 short or long rest. You can also cast these spells with spell slots, using the appropriate level spell slot. Charisma is your spellcasting ability for these spells, or you may use your spellcasting ability if you have one.
Drow Weapon Training. You have proficiency with rapiers, shortswords, hand crossbows, and whips.
High Elf
As a high elf, you have a keen mind and a mastery of at least the basics of magic. High elves are typically haughty and reclusive, believing themselves to be superior to non-elves and even other elves. High elves typically seek after positions of power, believing themselves to have the superior skill and talent to lead others, whether it be a position as a king or queen, or the leader of a magical council. They are renown for their intelligence and cunning.
They usually have skin tones in the bronze range, and hair of copper, black, or gold. Their eyes are golden, silver, or black. High elves are typically taller than the other types of elves, and have an even more elegant and beautiful appearance than most other elves.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Studious. Upon reaching level 3, you may choose a level one spell from the wizard spell list. At 5th level, you may choose a level 2 spell from the wizard spell list, and at 7th level you may choose a level 3 spell from the wizard spell list. You can cast each of these spells once with this trait and regain the ability to do so when you finish a long rest.
Elf Weapon Training. You have proficiency with the rapier and quarterstaff.
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. Wood elves typically prefer to stick to forrested areas, secluded from society. They are not as egocentric as the high elves, but do not like to interact with the other races as much, generally preferring to be left alone. Wood elves are known for their tracking, hunting, and survival skills.
Wood elves' skin tends to be copperish in hue, sometimes with traces of green or yellow. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. They are typically more muscular than the other elves, but still maintain a more slender form.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. You also gain proficiency with light armor.
Fleet of Foot. Your base walking speed increases to 35 feet, and you can ignore difficult terrain imposed by natural effects such as mud, deep snow, or ice.
Mask of the Wild. You gain proficiency in the Stealth skill, and can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Sea Elf
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.
Sea elves have skin colors of greens, blues, and greys. The intensity of these colors varies, some have a brilliant blue skin tone, while others might have a more muted blue color akin to a sharks. Sea elves have vibrant hair, reminiscent of the bright colors of coral reefs, in shades of orange, red, pink, purple, blue, and green. Their eyes usually follow suit, being vibrant colors of green, yellow, blue, purple, or red.
Child of the Sea. You can breathe air and water, and you have resistance to cold damage. You also gain a swimming speed equal to your walking speed.
Darkvision. Due to the sea elves time spent deep underwater, you can see in dim light within 40 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray
Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Elf Weapon Training. You gain proficiency with the Spear, Trident, and net.
Extra Language. You can speak, read, and write Aquan.
Shadar-Kai Elf
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by a goddess. 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 become more somber and introspective in personality and heavily lean towards being Neutral due to their time spent in the Shadowfell.
Shadar-kai have ashen skin tones of pale gray, with black hair and eyes, although some have white hair. The Shadar-Kai typically wear black war paint over their bodies.
Blessing of the Shadowfell. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when 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.
Necrotic Resistance. You have resistance to necrotic damage.
Elf Weapon Training. You gain proficiency with the scimitar, light crossbow, and whip.
Eladrin
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons — affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change frequently, but most tend to stick to a season for a long time before changing, though a few remain in one season forever. Eladrins moods typically change when their emotional state drastically alters, an eladrin may switch to winter as they process the grief of losing a loved one, or they may switch to spring as they are feeling the joy of entering a new relationship. Eladrins personality often drastically changes to resemble that of the season they are in.
Spring eladrins are filled with enthusiasm and joy, their love for life is overwhelming. They usually are very animated and have a hard time sitting still. They are known for their love of music and dance. Eladrins typically change to spring season when they are feeling joyous and whimsical. Eladrins in spring often have skin tones of light green or yellow, and eyes that are either green or yellow as well. Their hair is typically a shade of green, sometimes with streaks of pink or other colors, mimicking flowers in grass.
Summer eladrins are headstrong and confident, with a powerful personality. They are often stubborn, and believe confrontation is the best way to solve things, although this doesn't always mean a physical confrontation. Summer eladrins are known for their fearlessness and bravery. Eladrins typically change to summer when they have achieved something of great importance to them, or they have been very confrontational for a prolonged period of time. Eladrins in summer often have skin tones of gold, orange, or red. with fiery red, orange, or golden hair to match, mimicking the summer sun. Their eyes are similar, usually a glowing red, orange, or yellow.
Winter eladrins are usually reserved, calm, patient, and somber. They often seem sad or depressed, but this is not always the case, most winter eladrin are just very calm and peaceful with a very muted outward expression. Eladrins may change to winter during times of great sadness or peacefulness. Winter eladrins often have pale white skin with hints of blue, and usually have black or blue hair with white specks, mimicking snow. Their eyes are usually a very light shade of blue.
Autumn eladrins are devious and filled with a love for trickery and pranks. They are often enacting elaborate ways to fool people and deceive them, although this doesn't necessarily mean that they are malicious. They are also jokesters, having a hard time taking things seriously. Eladrins may change to autumn when they are feeling mischievous or have been up to no good. Autumn eladrin typically have skin of brown or dark oranges, resembling leaves. Their hair is often multicolored, consisting of the colors of fall leaves on the ground. Their eyes usually are also the color of the leaves in fall.
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 trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a 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).
Variety. You gain proficiency in different skills depending on your season. In spring, you have proficiency in the Performance skill. In summer, you have proficiency in the Intimidation skill. In autumn, you have proficiency in the Sleight of Hand skill. In winter, you have proficiency in the Insight skill.
Moon Elf
The moon elves are the most mystical of all the elves, the most graceful, and the most elegant and beautiful of all the elves. They typically reside in snowy areas or on mountaintops, but the moon elves have a taste for travel and adventure, making them travel to all different kinds of places. Due to their taste for adventure and travel, they are the most friendly with other races. Moon elves are usually heavily interested in the arts, whether it's dance, song, or painting.
Moon elves typically have a very pale skin tone tinged with blues and purples. Their hair is often beautiful shades of silver, purple, or blue, but brown and blonde hair is not uncommon. Their eyes are usually shades of green, blue, or purple that sparkle like the night sky. They are typically of slightly above average height, with very slender graceful builds.
Lunar Magic. You can cause the effects of the moon with your innate magical powers. You learn the dancing lights cantrip, mimicking the light of the moon.
When you reach 5th level, you can use your action to cause the effects of a new moon, casting the darkness spell. You can alternatively use your action to cause the effects of a full moon, casting the Moonbeam spell. Once you use either one of these, you must finish a long rest before you can do so again. If you have spell slots, you can use them to cast these spells using the appropriate level spell slot.
Step of the Moon. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You become invisible until the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Performer. You gain proficiency in the Performance skill, and have advantage if it involves singing, dancing, or playing an instrument, and have advantage on any check that involves painting or drawing. You also gain proficiency in one instrument of your choice.