Elf
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.
S l e n d e r a n d G r a c e f u l
With their unearthly grace and fine features, elves
appear hauntingly beautiful to humans and m em bers
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 m ore slender than
humans, weighing only 100 to 145 pounds. M ales and
females are about the same height, and males are only
marginally heavier than females.
Elves’ coloration encom passes 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 no
facial and little body hair. They favor elegant clothing in
bright colors, and they enjoy simple yet lovely jewelry.
A T i m e l e s s P e r s p e c t i v e
Elves can live well over 700 years, giving them a broad
perspective on events that might trouble the shorterlived races m ore deeply. They are m ore often amused
than excited, and m ore likely to be curious than
greedy. They tend to remain aloof and unfazed by petty
happenstance. W hen 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 to forget
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
com prom ise to resolve differences before they escalate
to violence. They have been known to retreat from
intrusions into their w oodland hom es, 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.
H i d d e n W o o d l a n d R e a l m s
M ost elves dwell in small forest villages hidden am ong
the trees. Elves hunt game, gather food, and grow
vegetables, and their skill and m agic 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 m etals (which
they have no interest in mining).
Elves encountered outside their ow n lands are
com m only traveling minstrels, artists, or sages. Human
nobles com pete for the services of elf instructors to
teach swordplay or m agic to their children.
E x p l o r a t i o n a n d A d v e n t u r e
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 prow ess or gaining
greater magical power, and adventuring allows them
to do so. S om e might join with rebels fighting against
oppression, and others might becom e cham pions of
moral causes.
E l f N a m e s
Elves are considered children until they declare
themselves adults, som e 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 nam es o f respected individuals or other family
m em bers. Little distinction exists between male
nam es and female names; the groupings here reflect
only general tendencies. In addition, every elf bears a
family name, typically a com bination of other Elvish
words. Som e elves traveling am ong humans translate
their family nam es into Com m on, 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
H a u g h t y b u t G r a c io u s
Although they can be haughty, elves are generally gracious
even to those who fall short of their high expectations—
which is most non-elves. Still, they can find good in just
about anyone.
Dwarves. “ Dwarves are dull, clumsy oafs. But what they
lack in humor, sophistication, and manners, they make up in
valor. And I must admit, their best smiths produce art that
approaches elven quality.”
Halflings. “ Halflings are people of simple pleasures, and
that is not a quality to scorn. They’re good folk, they care
for each other and tend their gardens, and they have proven
themselves tougher than they seem when the need arises."
Humans. “All that haste, their ambition and drive to
accomplish something before their brief lives pass away—
human endeavors seem so futile sometimes. But then
you look at what they have accomplished, and you have to
appreciate their achievements. If only they could slow down
and learn some refinement.”
Female Adult Names: Adrie, Althaea, Anastrianna,
Andraste, Antinua, Bethrynna, Birel, Caelynn,
Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, Meriele, M ialee, Naivara, Quelenna,
Quillathe, Sariel, Shanairra, Shava, Silaqui,
Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir
(Gemflower), Am astacia (Starflower), Galanodel
(M oonwhisper), H olim ion (Diam onddew), Ilphelkiir
(Gem blossom ), Liadon (Silverfrond), M eliamne
(Oakenheel), Nai'lo (Nightbreeze), Siannodel
(M oonbrook), Xiloscient (Goldpetal)
E l f T r a i t s
Your elf character has a variety o f natural abilities, the
result o f thousands o f years of elven refinement.
Ability Score Increase. Your Dexterity score
increases by 2.
Age. Although elves reach physical maturity at about
the sam e age as humans, the elven understanding of
adulthood goes beyond physical growth to encom pass
worldly experience. An elf typically claim s 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. D row are m ore 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. Accustom ed 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
w ere 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 charm ed, and m agic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining sem iconscious, for 4
hours a day. (The Com m on w ord for such meditation
is “trance.”) W hile meditating, you can dream after a
fashion; such dream s are actually mental exercises that
have becom e reflexive through years of practice. After
resting in this way, you gain the sam e benefit that a
human does from 8 hours of sleep.
Languages. You can speak, read, and write Com m on
and Elvish. Elvish is fluid, with subtle intonations and
intricate grammar. Elven literature is rich and varied,
and their songs and poem s are fam ous am ong other
races. Many bards learn their language so they can add
Elvish ballads to their repertoires.
Subrace. Ancient divides am ong the elven people
resulted in three main subraces: high elves, w ood elves,
and dark elves, w ho are com m only called drow. Choose
one of these subraces. In som e worlds, these subraces
are divided still further (such as the sun elves and m oon
elves of the Forgotten Realms), so if you wish, you can
choose a narrower subrace.
H i g h E l f
As 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 m oon elves
of the Forgotten Realms) are m ore com m on
and m ore friendly, and often encountered
am ong 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. M oon elves (also
called silver elves or gray elves) are much paler,
with alabaster skin som etim es tinged with blue.
They often have hair of silver-white, black, or blue,
but various shades of blond, brown, and red are
not uncom m on. 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.
W o o d E l f
A s a w ood 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 w ood elves in
Greyhawk and the Forgotten Realms. In Faerun, w ood
elves (also called wild elves, green elves, or forest elves)
are reclusive and distrusting o f non-elves.
W ood elves’ skin tends to be copperish in hue,
som etim es with traces of green. Their hair tends toward
brow ns 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 o f Foot. Your base walking speed
increases to 35 feet.
Mask o f 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.
T h e D a r k n e s s o f t h e D r o w
Were it not for one renowned exception, the race of drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths of the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination of entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world of the
Forgotten Realms, Drizzt Do'Urden, ranger of the North, has
proven his quality as a good-hearted defender of the weak
and innocent. Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, Drizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society of their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end of hatred.
D a r k E l f ( D r o w )
D escended from an earlier subrace of dark-skinned
elves, the drow were banished from the surface world
for following the goddess Lolth down the path to
evil and corruption. N ow they have built their own
civilization in the depths of the Underdark, patterned
after the Way of Lolth. Also called dark elves, the drow
have black skin that resem bles polished obsidian and
stark white or pale yellow hair. They com m only have
very pale eyes (so pale as to be mistaken for white) in
shades of lilac, silver, pink, red, and blue. They tend to
be smaller and thinner than m ost 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 W isdom (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.
W hen you reach 3rd level, you can cast the faerie fire
spell once per day. W hen 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 crossbow s.
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