Elf
  • Ability Score Increase: Your Dexterity score increases by 2.
  • Age: 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, and can live to be 750 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 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 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.
  • 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.
  • Languages: You can speak, read, and write Common and Elven.

Choose on of these subraces

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.

Drow adventurers are very rare, and may not be allowed in all campaigns. DM permission is required to select this subrace.

  • 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.

Elves in Eberron:
Long ago, Eladrin traveled from the Thelanis and settled in a city called "Shae Tirias Tolai", in Xen'drik. During the Age of Giants the city was sacked and its inhabitants enslaved. Because they spent s long in the mortal world, they lost much of their power and became the race now known as Elves.

Aeranal elves come from the island continent of the same name, who once toiled under the Giants as slaves. Most live on Aeranal, where they practice ancestor worship, and have learned the secrets of creating deathless, creatures similar to undead but powered by positive energy. Aeranal elves are generally High Elves.

Valenar elves hail from Valenar, a young nation that formed during the Last War when mercenary elves revolted and broke away from the nation of Cyre. Like their cousins in Aeranal, Valenar elves practice ancestor worhsip, believing that the Spirits of the Past guide them in life. They also believe that the ancient elven druids who saved their people from slavery were reborn in the form of horses, and they view Valenaran horses as being kin. The druidic sect of the Siyal Marrain ("Horse Watchers") are tasked with preserving the bloodline of these horses, and matching them with a rider in a sacred bond. Valenar elves are generally wood elves.

Elves are a rarity in the Five Nations, but the occasional immigrant can be found, though they are vastly outnumberd by half-elves ("Khoravar" in the Elven tongue). Most such elves are members of House Phiarlan or House Thuranni, which bear the Mark of Shadow.

Drow, with their dark skin and white hair, believe themselves to be the only elves that uphold the true valor and dignity of their race, and live on Xen'drik. Little is known about this elven subrace, but the main cultural group thus seen worships a scorpion god name "Vulkoor".

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