Difference between revisions of "Elf"

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==About Tower Elves==
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[[Category:Races]]
Unlike their timber cousins love-affair with nature, the tower elf loves academic pursuit. They are children of the arcane world, finding beauty in magic, in the patterns of mysticism, and in the discovery of the supernatural. They often dedicate their long lives to study, either as professional sages at an academy, tinkerers in an artificer's workshop, or as independent researchers, supported by a wealthy patron. Urbanites to a fault, tower elves are most at home high with a cobble road under their feet, and a slate roof over their head. They regard nature as unpleasant, and best left for others to contend with.
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==About==
 +
Elves are a magical people of otherworldly grace, living in the w orld 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.
  
While tower elves value their privacy, they typically have much more exposure to different cultures are are not as slow to make friends as timber elves. While they too typically form stronger relations with the longer-lived races, it is also common for a Tower elf to befriend sort-lived races as well; usually befriending an entire family, becoming a fixture in their lives as the tower elf watches generation after generation grow up and live out their lives. They tend to have a more optimistic outlook on the all-too brief lifespans, viewing it as an opportunity to just have more friends and experiences from which to learn.
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===Slender and Graceful===
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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. Males and females are about the same height, and males are only marginally heavier than females.
  
====Physical Description====
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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 nofacial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.  
Generally taller than humans, tower elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. As their coloration often matches their surroundings, tower elves are typically pale, even grey, and are much less diverse than that of human populations. City-dwelling tower elves often have variations of blue, violet, and red in their hair, eye, and even skin tones.
 
  
Tower elves tend to bedeck themselves in the latest fashions, favoring long and flowing gowns or robes. Where city-dwelling elves encounter other urbanites, the elves are often fashion trendsetters.
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===A Timeless Perspective===
 +
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorterlived 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 toforget them. They reply to petty insults with disdain and to serious insults with vengeance.
  
====Society====
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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.
Tower elves are largely city-dwellers, and as such tend to meld into that city's culture. It's common for established tower elf families to accumulate significant wealth and are often well ingrained into a cities aristocracy, or even royal court in positions of counsel or some authority. Those who turn away from politics are either academics, perusing tenure at the local academy, merchants, buying and trading in magical curiosities, or even the artificers themselves.  
 
  
As a general rule, tower elves disdain the out of doors, and abhor manual labor. This does not mean they are opposed to physical activity, however. Many tower elves engage in aequora, a stretching exercise designed to develop the muscle endurance and flexibility needed for complex somatic components. It's also not uncommon for tower elves to become soldiers or guardsmen, usually serving as battle mages or as tacticians.
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===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 have an innate gift for craftsmanship and artistry, tower elves especially when working in metals, glass, gemstones, and ceramics. Like magic can shape reality, tower elf artisans can shape metals into elegant tools, shape unformed clay into geometric tiles, shape sand into intricate glasswork. They have a well earned reputation for being jewelers and as weaponsmiths.
+
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.  
  
Tower elves also have an appreciation for the written word, magic, and painstaking research. Their naturally keen minds and senses, combined with their inborn patience, make them particularly suited to wizardry. Arcane research and accomplishment are seen as both practical goals, in line with being a soldier or architect, and artistic endeavors as great as poetry or sculpture. Within elven society, wizards are held in extremely high regard as masters of an art both powerful and aesthetically valued. Other spellcasters are not disdained, but do not gain the praise lavished upon elven wizards.
+
===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.
  
====Relations====
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==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.
  
Elves are prone to dismissing other races, writing them off as rash and impulsive, yet on an individual level, they are excellent judges of character. In many cases an elf will come to value a specific member of another race, seeing that individual as deserving and respectable, while still dismissing the race as a whole. If called on this behavior, the elf often doesn't understand why his “special friend” is upset the elf has noticed the friend is “so much better than the rest of his kind.” Even elves who see such prejudice for what it is must constantly watch themselves to prevent such views from coloring their thinking.
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On declaring adulthood, an elf selects an adult name, although those w ho 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.
  
Elves are not foolish enough, however, to dismiss all aspects of other races and cultures. An elf might not want a dwarf neighbor, but would be the first to acknowledge dwarves' skill at smithing and their tenacity in facing orc threats. Elves regard gnomes as strange (and sometimes dangerous) curiosities, but regard their magical talent as being worthy of praise and respect. Halflings are often viewed with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, who seem to live in a few short years as full a life as an elf manages in centuries. In fact, many elves become infatuated with humans, as evidenced by the number of half-elves in the world. Elves have difficulty accepting crossbreeds of any sort, however, and usually disown such offspring. They similarly regard half-orcs with distrust and suspicion, assuming they possess the worst aspects of orc and human personalities.
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'''Child Names:''' Ara, Bryn, Del, Eryn, Faen, Innil.
 +
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
 +
Syllin, Thia, Vall
  
====Alignment and Religion====
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'''Male Adult Names:''' Adran, Aelar, Aramil, Arannis,
Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good, wishing all creatures to be safe and happy, but unwilling to sacrifice personal freedom or choice to accomplish such goals. They prefer deities who share their love of the mystic qualities of the world.
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Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan,
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Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
 +
Laucian, Mindartis, Paelias, Peren, Quarion, Riardon,
 +
Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
  
====Adventurers====
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'''Female Adult Names:''' Adrie, Althaea, Anastrianna,
Many elves embark on adventures out of a desire to explore the world, leaving their secluded realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their ancestors. This need to see a wider world is accepted by their societies as a natural part of becoming mature and experienced individuals. Such elves are expected to return in some few decades and take up lives in their homelands once more, enriched both in treasure and in worldview. For those elves raised among humans, however, life within their homes—watching friends and family swiftly age and die—is often stifling, and the ephemeral and unfettered life of an adventurer holds a natural appeal. Elves generally eschew melee because of their relative frailty, preferring instead to engage enemies at range. Most see combat as unpleasant even when needful, and prefer it be done as quickly as possible, preferably without getting close enough to smell their foes. This preference for making war at a distance, coupled with their natural accuracy and grasp of the arcane, encourages elves to pursue classes such as wizards and rangers.
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Andraste, Antinua, Bethrynna, Birel, Caelynn,
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Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth,
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Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
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Quillathe, Sariel, Shanairra, Shava, Silaqui,
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Theirastra, Thia, Vadania, Valanthe, Xanaphia
  
:'''Male Names:''' Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.
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'''Family Names (Common Translations):''' Amakiir
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(Gemflower), Amastacia (Starflower), Galanodel
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(Moonwhisper), Holimion (Diamonddew), Ilphelkiir
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(Gemblossom), Liadon (Silverfrond), Meliamne
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(Oakenheel), Nai'lo (Nightbreeze), Siannodel
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(Moonbrook), Xiloscient (Goldpetal)
  
:'''Female Names:''' Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.
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==Elf Traits==
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Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.  
  
==Racial Traits==
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'''''Ability Score Increase.''''' Your Dexterity score increases by 2.
*'''Ability Score:''' Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
 
*'''Size:''' Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
 
*'''Type:''' Elves are Humanoids with the elf subtype.
 
*'''Speed:''' Elves have a base speed of 30 feet.
 
*'''Languages:''' Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
 
  
====Defense Racial Traits====
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'''''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 750 years old.
*'''Elven Immunities:''' Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 
  
====Feat and Skill Racial Traits====
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'''''Alignment.''''' Elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.  
*'''Urbanite:''' Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
 
  
====Magical Racial Traits====
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'''''Size.''''' Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.  
*'''Arcane Focus:''' Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
 
*'''Elven Magic:''' Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
 
  
====Senses Racial Traits====
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'''''Speed.''''' Your base walking speed is 30 feet.
*'''Low-Light Vision:''' Elves can see twice as far as humans in conditions of dim light.
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'''''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 w ere dim light. You can’t discern color in darkness, only shades of gray.
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'''''Keen Senses.''''' You have proficiency in the Perception skill.
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'''''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. (The Common word for such meditation is “trance.”) 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.
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'''''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.
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'''''Subrace.''''' Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of these subraces. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
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 +
===Tower Elf===
 +
As a tower elf (also called a high elf), you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk. the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and m ore friendly, and often encountered among humans and other races.
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 +
The sun elves of Faerun (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.
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 +
'''''Ability Score Increase.''''' Your Intelligence score increases by 1.
 +
 
 +
'''''Elf Weapon Training.''''' You have proficiency with the longsword, shortsword, shortbow, and longbow.
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 +
'''''Cantrip.''''' You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
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 +
'''''Extra Language.''''' You can speak, read, and write one extra language of your choice.
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 +
===Timber Elf===
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As a timber elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
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 +
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.
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 +
'''''Ability Score Increase.''''' Your W isdom 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.
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 +
'''''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.
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 +
===Dark Elf (Drow )===
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Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following The Black Pillar down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.
 +
 
 +
Drow adventurers are rare, and the race does not exist in all worlds. Check with your Dungeon Master to see if you can play a drow character.
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 +
'''''Ability Score Increase.''''' Your Charisma score increases by 1.
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 +
'''''Superior Darkvision.''''' Your darkvision has a radius of 120 feet.
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 +
'''''Sunlight Sensitivity.''''' 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.
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 +
'''''Drow Magic.''''' You know the ''dancing lights'' cantrip. When you reach 3rd level, you can cast the ''faerie fire'' spell once per day. When you reach 5th level, you can also cast the ''darkness'' spell once per day. Charisma is your spellcasting ability for these spells.
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'''''Drow Weapon Training.''''' You have proficiency with rapiers, shortswords, and hand crossbows.

Latest revision as of 18:20, 17 April 2018

About

Elves are a magical people of otherworldly grace, living in the w orld 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 well 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 nofacial 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 shorterlived 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 toforget 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.

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 w ho 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), Nai'lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

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 750 years old.

Alignment. Elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The 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 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 w ere 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 don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.

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 elves, wood elves, and dark elves, who are commonly called drow. Choose one of these subraces. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.

Tower Elf

As a tower elf (also called a high elf), you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk. the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and m ore friendly, and often encountered among humans and other races.

The sun elves of Faerun (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.

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 spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

Timber Elf

As a timber elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, 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.

Ability Score Increase. Your W isdom 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 )

Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following The Black Pillar down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.

Drow adventurers are rare, and the race does not exist in all worlds. Check with your Dungeon Master to see if you can play a drow character.

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. 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 per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.