High Elf

The High Elves—called Aelthar in their own tongue—trace their lineage to the radiant epoch of the Aetheryl Accord, when mortals and gods once labored side-by-side to weave order into the newborn world. Tall and fine-boned, they possess skin that gleams like pale moon-stone or sun-kissed bronze, hair that shimmers in metallic hues, and eyes aglow with traces of captured starlight—an afterimage of the Weave itself. From childhood each High Elf is taught that knowledge is a sacred inheritance: histories are sung from memory, and every gesture of etiquette is a fragment of an older spell-lattice designed to harmonize mind, magic, and motion.

Their cities are marvels of rune-carved crystal, living moonwood, and suspended bridges that hum with arcane current. Social standing rests less on birth and more on one’s mastery of Liranae, the “threefold perfection” of art, scholarship, and spellcraft; a master harpist or philosopher may outrank a war-mage if their discipline elevates the whole. Though outwardly serene, the Aelthar guard a fierce determination to restore the fractured Weave. Many of their Arcanists—magical colleges once sanctioned by the gods—strive to mend lingering ley scars, while others hoard forbidden lore, convinced the world must never again channel power unchecked.

The Fracture War humbled their empire, scattering libraries to ruin and severing reliable communion with their patron gods. In its wake High Elves adopted the creed of Cúr-Vallis (“Balance before Brilliance”), urging restraint in both politics and spellcasting. Relations with other races vary: they respect Eladrin for emotional grace, pity Drow as kin lost to shadow, and view the industrious races with a mix of curiosity and caution. Still, a High Elf’s oath is ironclad; alliances forged in their crystal halls tend to endure centuries.

Rumor whispers that, beneath the elegant poise, many Aelthar feel the slow ache of fading grandeur. Some press for bold expansion, others for cloistered preservation, but all share a quiet hope that, one day, the luminescent banner of the Accord will fly again—restoring the High Elves to their ancient role as first stewards of enlightened magic.

Basic Information

Biological Traits

High elves have been found to have an innate understanding of magic often understanding 1 or more cantrips from arcane magic.

Growth Rate & Stages

Mature ~100 years old.

Genetic Ancestor(s)
Scientific Name
Feaus sapiens highness
Lifespan
~750 years
Geographic Distribution
Related Ethnicities

PHB

High Elf

HUMANOID

High Elf Traits

Size: Medium (5-6ft)

Speed: 30ft

As a High Elf, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Elven Lineage

You are part of a lineage that grants you supernatural abilities. You gain the level 1 benefit of that you know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list..

When you reach character levels 3 you learn detect magic and at level 5 you learn misty step. You always have those spells prepared. You can cast them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait.

Fey Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses

You have proficiency in the Insight, Perception, or Survival skill.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.