Elf

Current Date:
Peaceday 5th of Primus, 6017, in the Era Secundus

The First Mortals

Elf

The long-lived, pointy-eared mortals of the setting.
ability score increase: Your Dexterity Score is increased by 2.
age: They are considered to reach mental maturity around 100 years old. They can live up to 2000 years.
Size: Medium
speed: 30 feet
Languages: Common, Elf
race features:
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.     Fleshseeing
When you consume a part of a creature, you find out what happened to the creature in the last minute of its life. You take 1 point of psychic damage by doing this.     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.

Subraces

Drow

The Elves of the Underdark.
ability score increase: Your Charisma score increases by 1.
age:
alignment: Life in the Underdark gives rise to a harsher view on life and morality. This does not make them evil, though many consider them to be.
Size: Medium
speed: 30 feet
Languages: Underelvish, Undercommon
parent race: Elf
race features:
Superior Darkvison
Your darkvision has a radius of 120 feet.     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 with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Eladrin

The rulers of the Feywild.
ability score increase: Your Charisma score is increased by 2.
age: Eladrin can, uniquely, grow much older than their Material Plane cousins, as the energies of the Feywild slow their aging significantly. They can grow up to 5000 years old, though they reach maturity at the same rate.
alignment: Eladrin, though the least chaotic residents of the Feywild, largely fall into the chaotic good side of things.
Size: Medium
speed: 30 feet
Languages: Common, Elf, Sylvan
parent race: Elf
race features:
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 Intelligence, Wisdom, or Charisma modifier (choose when you select this race):   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 the creatures.   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 proficiency bonus.
Eladrin consider themselves the true children of Arundil, the Elven creator god, whom they followed when he and the remains of the Elven pantheon retreated to the Feywild after the Divine Shattering. Though their gods have moved on from this realm as well, the Eladrin remained, maintaining civilization in this plane and keeping an eye on the palace-like retreats of their gods.

High Elf

The golden-skinned Elves from north-western Orvas.
ability score increase: Your Intelligence Score increases by 2.
age:
Size: Medium
speed: 30 feet
Languages: Common, Elf
parent race: Elf
race features:
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.

Shadow Elf

The Elven settlers of the Shadowfell.
ability score increase: Your Constitution Score increases by 2.
age:
Size: Medium
speed: 30 feet
Languages: Elf, Vampiric
parent race: Elf
race features:
Blessing of the Fell Queen
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.
Finding a way into the Shadowfell about 3000 years ago, the modern Shadow Elves are descendants of the cultists of the Fell Queen, the divine mistress of the Shadowfell and Vampires. They have found ways to not just survive, but thrive in this hostile enviroment, avoiding the ire of vampires, hags and other monstrosties at home in this plane.

Wood Elf

The Elves changed by the life in the Great Forest.
ability score increase: Your Wisdom Score is increased by 2.
age:
alignment: Wood Elves tend to be harmonious with nature. As nice as this sounds, nature is not always good.
Size: Medium
speed: 40 feet
Languages: Common, Wildcommon, Elf
parent race: Elf
race features:
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.     Fleet of Foot
Your base walking speed increases to 40 feet. You gain 10 more feet of walking speed if in a forest.     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.
When the Long Night began, mortal civilization suffered. Suffoctaed by the Great Forest, many towns and villages had to turn to pleasing the wilderness to survive. The future Wood Elves would be most proactive in this. As Elves already were more in tune with nature than other races, they quickly became favorites of the Great Forest, recieving the blessings of the Great Trees.
  These blessings still manifest today, in the form of the eyes of various beasts, antlers and horns, or various other beastial features. Some propose that the indulgence in these gifts may have led to the creation of Centaurs and Saytrs, though nobody can say for sure these days.