The elves were not originally from this planet. Instead, they crashed onto this planet nearly 2,270 years ago in a silver-stoned asteroid. These original far-travelers are considered the true elves who are immortal on this planet. Their children are considered Elves, but cannot live forever. Because the original, immortal elves hold the key to where they came from, they consider themselves endangered and have gone to great lengths to hide. Many elves had hidden for almost one hundred years in a forest directly in the center of Terra’s empire, but others—predominantly the Sun Elves—settled on Wilder instead. Once the Terran elves’ hiding place was discovered, the elves relocated their home tree to a location few know. To meet an elf is a truly rare occurrence, and to befriend one is the stuff of legend.
Elf Features
Ability Score Increase. Your Dexterity score increases by 2.
Age. There are two sets of elves: the originals, and their descendants. The originals are considered truly immortal, and cannot die by natural causes. The descendants can die by old age, but still have prolonged lives. They can live well over a thousand years.
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 in that not many know how their society operates.
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 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.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Subraces. There are four main subraces of Elves: High Elves, Wood Elves, Sun Elves, and Dark Elves (Drow).
High Elf
Ability Score Increase. Your Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can read, speak, and write one additional language of your choice.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Wood Elf
Ability Score Increase. Your Wisdom score increases by 1.
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.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Sun Elf
Ability Score Increase. Your Charisma score increases by 1.
Fire Friendly. You have advantage on saving throws against fire damage.
Sun Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. At 3rd level when you use this trait, up to five creatures of your choice within five feet of where you teleport from or to take fire damage equal to your Charisma modifier.
Sun Elf Weapon Training. You have proficiency with longswords, scimitars, shortbows, and longbows.
Dark Elf (Drow)
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. (This trait can be altered for PC characters who have lived above ground.)
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 and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.