Elves | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Elves

Ability Score Increase
Size Medium
Speed 30ft

The Tel-quessir, Fair Folk, are a varied and magically gifted race. Their origin starts in an astral realm called Lorwyn, also known as the Feywild. A realm of power magical energies and capricious nature. Amongst the many creatures of that realm, the Elves were an amorphous spiritual beings that carried out the bidding of the Selidarine. A great trickery by the goddess Araushnee resulted in the Elves taking mortal forms, a part of her plot to assist Gruumsh in his attempt to slay her husband Corellon. While the plot ultimately failed, resulting in the schism between the Dark Elves and the rest of their kin, they were all cursed their spirits reincarnating into their descendants, plagued with the visions of their bliss in their nightly Traces. Centuries of rising and falling Empires, religious zealotry, and the High Elven Magics that push the boundaries of the Weave followed. And most recently the Death of Corellon and the rest of the Selidarine (including Lolth) during the Titansblood Wars has left the elves with no recourse, hoping one day a God or a High Magic Spell can rise up to end their curse and return them to their original state.   Ages: Maturity 100 to 700 years. Maximum age of 900 years.
Size: 5’ to 6’ tall, 60 to 120 lb.
Names: (male) 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) 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; (surnames) Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nai’lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal).
Senses: Darkvision 60ft
Languages: Sylvan
Resistances: Charmed
Immunity: Sleep
Proficiencies: Perception   Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually visions of previous lifetimes and the years of training in their current skillset. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.  

Aquatic

  The most reclusive of the Elves, they have little to do with their kin and their politics. Aside from a great war with the Sahugin and Batrachi descendant, the Aquatic Elves have avoided conflict, seeking to protect the Upper Reaches of the Ocean Floors and practice their High Elven Magics.   Speed: 40ft Swim
Resistances: Cold
Proficiencies: Spears, Javelins, Tridents, Longspears   Amphibious: You can breathe air and water.  

Avariel

  The Avariel mostly stick to the mountainous Reaches of Zukhara, trading with the Shou Lung and avoiding the north. They have a long a sordid history of conflict with Dragons, who enjoy the taste of this subspecies of Elf above all others. They master aerial combat and powerful evocation magics to protect them and their own, sticking to their Mountain Kingdoms.   Speed: 10ft x Proficiency Bonus Fly
Proficiencies: Spears, Polearms, Shortbows  

Dark

  A recently reintroduced subspecies of elf, rescued from the Underdark after heroes slew Lolth the Elven Spider-God. Forever touched with the mark of Faerzress energies from the Underdark, they tend to avoid divination and teleportation magics. The integration has been tough, but many dark elves finding they have a great skill at diplomacy and trade, attempting to repair the bond not just with themselves and non-elves, but all of the Tel-quessir.   Proficiencies: Finesse Martial Weapons and Hand Crossbows.   Faerzress Magics: 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 Shadow Armour spell once per day. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Moon

  The most populous of the Elven peoples, they're masters of forest and it’s secret paths. Many moon elves seek mastery of their tools and to become one with the spirits of land. The more urban based moon elves attempt to master a career path, but often shift when their interest wanes or evaporates.   Speed: 35ft
Proficiencies: Finesse Martial Weapons and Bows.   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.    

Sun

  The original ruling class of pure Elven societies, mostly concerned with the mastery of higher forms of art and magic to deal with the drudgery of their long lives. Mostly attempt to construct new colonies with exclusively Sun Elves and maintain the purity of their lineage, staying in Evermeet and the Lleywn Isles.   Proficiencies: Finesse Martial Weapons and Bows, and one extra language of your choice.   Cantrip: You know one cantrip of your choice from the Wizard Spell List. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.


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Falme.

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