Often called "Light Elves" by outsiders, and simply "Alfar" by their own kind, ljosalfar believe themselves to be the eldest of all races, and thus superior to those that came after.

  • Ability Score Increase: Your Charisma score increases by 2.
  • Age: As with all elves, light elves age rather slowly, generally reaching physical maturity in their late 20s. Culturally, however, they are generally considered adults on their 99th birthday. They generally live for at least 3 centuries, and have been known to live for 700 years with little difficulty.
  • Size: Varying from 5' to 5'6", Light Elves are Medium size.
  • 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.
  • Strong Will: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Languages: You can read, write, and speak High Elven (the scholarly tongue of elves) and Tradespeech (also called Vulgar Elven, spoken by sailors across the world).


Accustomed to the crystal spires of elven mage-cities, the constant presence of magic around you has honed your magical talents.

  • Ability Score Increase: Your Wisdom or Intelligence score increases by 1.
  • Songcraft Magic: You have proficiency in the Perform skill.
  • Minor Magic: You know the prestidigitation cantrip. Charisma is your spellcasting modifier for it.
  • Arcane Resistance: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.


Whether you left the crystal spires by choice, were exiled, or were born to exiles, you quickly learned how dangerous the outside world can be.

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Paranoid: You have proficiency in the Perception skill.
  • Make Do With What You Have: You have proficiency with improvised weapons, as well as unarmed strikes. You deal 1d4 damage with your unarmed strikes.
  • 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.

Alternate trait: Alleyway Footpad: You can attempt to hide even when you are not obscured by taking cover behind buildings, crates, barrels, carts, passing crowds of people, and other common city occurences. This replaces Mask of the Wild

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