Elf & Drow

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests at 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.   Deity: The most commonly worshiped deity is the goddess of nature, Myra, whom is theorized to have created the planet and actually be the spirit it. The planet is named after her. Elves hold the natural world and natural order above all else, and thus even if they don't directly pray to Myra, their respect of nature has earned them her unrivaled favor. It is very uncommon for an elf not to worship, or at least greatly respect the ways of, Myra.   Elven home cities: Eladriel (All, except for drow), Forest villages (All)
Eladrin home cities: Villages in the Feywild
Sun elven home cities & regions: The Great Cascade, Ha-khet
Pollani (moon) home: Pollus, the silver star (various large underground cities, and a few small surface cities)
Drow home cities: Pale Moon Citadel, Cities & towns aligned with the Sheikari Dominion, Underdark strongholds
Sheikari drow home cities: Pale Moon Citadel, Cities & towns aligned with the Sheikari Dominion   SLENDER AND GRACEFUL
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members 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 more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves' coloration encompasses 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 TIMELESS PERSPECTIVE
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply, They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When 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 compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, 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.   HIDDEN WOODLAND REALMS
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic 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 metals (which they have no interest in mining).   Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.   EXPLORATION AND ADVENTURE
EIves 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 prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.   HAUGHTY BUT GRACIOUS
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."   ELF NAMES
Elves are considered children until they declare themselves adults, some 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 who 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 names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.   Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vali
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carrie, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo. Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Orusilia, Enna, Felosial, lelenia,jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), IIphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)  

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.   Ability Score Increase: Your Dexterity score increases by 2.
Age: Although elves reach physical maturity at the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100, and can live to be 750 years old.
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 exception; their exile into the Underdark has made them vicious and dangerous. Drow are more 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.
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.
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.
Languages: You can speak, read, and write Common and Elven.   ---Choose one of these subraces---
1) High Elf
As a high elf, you have a keen mind and a mastery of at least the basics of magic. There are two kinds of high elves. One hype is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type are more common and more friendly, and often encountered among humans and other races.   High Elves are generally welcome everywhere in the world, though some settlements and individuals take issue with the "air of superiority" they give off. Elves' coloration encompasses the normal human range, hair ranging from bleached blond to deep red, and eyes like pools of liquid gold or silver.
  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 list. Intelligence is your spellcasting ability for it.
Extra Language: You can read, speak, and write one additional language of your choice. Darkvision: 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.
  2) Wood Elf
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood Elves are reclusive and distrusting of non-elves.   Wood Elves are generally well liked, as their natural demeanor is that of a hunter or nature-lover, and don't often carry themselves in a way that leads other to feel inferior. Wood Elves' skin tends lo be copperish in hue, sometimes with traces of green. Their hair lends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
  Ability Score Increase: Your Wisdom score increases by 1.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
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.
Darkvision: 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.
  3) Moon Elf (Pollani)
Descendants of the elves that fled the surface after a great calamity, the pollani have spent thousands of years developing their own culture and traditions far away on Pollus, the silver star, the moon of Myrandria. The strange conditions on the moon have led this subrace of elves to develop vary curious characteristics. They live in vast underground lunar cities, and in a few magically protected surface structures. They are very rarely seen on the planet, many often mistake them for albino drow, though this couldn't be further from the truth.   Moon Elves are generally quiet, calm and reserved. They typically adhere to reason, and keep themselves centered through intense meditation. Their skin is a variety of silver hues, their hair either various shades of black or white, and eye color is shades of pale gray to deep greens.
  Ability Score Increase: Your Intelligence score increases by 1.
Trained Arcanist: You have proficiency with the Arcana skill.
Magical Linguist: You know and can cast the spell Comprehend Languages once per day. Intelligence is your spellcasting ability for it.
Extra Language: You can read, speak, and write one additional language of your choice. Darkvision: 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.
Bathed in Moonlight: You have advantage on all rolls relying on sight when you are in an environment bathed in moonlight.
  4) Sun Elf (Rolandian)
Descending from the survivors of an ancient land that fell to catastrophe, they have continued to live out in the blistering sun, some working hard in fields as farmers, and others toiling as performers of every type. They are especially seen around the desert regions of Ha-khet and the Plains of Rafwal, and nearly anywhere that is heavily sunned.   As a sun elf, you are generally modest, charismatic and have a taste for theatrics. Descending from the survivors of an ancient land that fell to catastrophe, they have continued to live out in the blistering sun, some working hard in fields as farmers, and others toiling as performers of every type.   Sun Elves are generally modest, charismatic and have a taste for theatrics. Their skin is typically a shade of amber, bronze or olive, deeply tanned compared to their woodland-based counterparts. Their hair lighter colors, from bleached blond to reds and even lighter browns. Their eye color is a light blue, unless they have any non-sun elf heritage at all in their lineage, in which any eye color of that race becomes possible, as well.
  Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Masters of Day: You are able to cast the Light cantrip. At level 5, you are able to cast the Daylight spell 1/day. At level 9, the light given off by the Daylight spell granted by this trait becomes sunlight. Intelligence is your spellcasting ability for this trait.
Hardy Laborer: Gain proficiency in either Constitution or Strength saves.
Resistance: Gain resistance to Radiant damage.
  5) Dark Elf (Drow)
Descendants of the elves that fled the surface after a great calamity, the drow have spent thousands of years developing their own culture and traditions...for better or worse. Due to conditions in the Underdark, and being in service to an maligned deity known as Basuchi (an arachne primordial), they have been led down the path of evil and corruption. Drow adventurers are very rare. Were it not for but a few exceptions, 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 an evil god, who sanctions murder and the extermination of entire families as noble houses vie for position. 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.   Drow are the exception, they are not well liked anywhere due to the underground-dwelling portion of their kin, who taught from a very young age that surface-dwellers are their prey and nothing more. Not all Drow are evil, but they are commonly misunderstood. Those that live on the surface have attempted to change the perceptions of their kind, though it has been very slow-going. Typically, their skin color can be varying shades of dark blue, their hair a white or silver, and eye color of bright red being the most common, with pale shades that appeared nearly white to blue, lilac, pink, or silver.
  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.
Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
  6) Sheikari Dark Elf (Sheikari Drow)
Descendants of the elves that fled the surface after a great calamity, only to return to the surface in a great exodus. In the generations since returning, their skin and point-of-view has begun to shift away from the darkness. Thankfully due to a strong ruler, they have been able to gain a foothold and powerful allies on the surface, as well as shift their culture completely away from the dark being their former brethren worship. The drow of the Sheikar Badlands generally worship Pelor or Pholtus, and are quite devout when they do. While they have made valiant attempts at altering the world's perception of their people, they still have a long way to go before age old prejudices can be changed completely.   Sheikari Drow are generally very direct, sometimes even blunt. They say what they mean, and do as they say. While drow are seen as monsters, those that encounter the sheikari drow have found trustworthy allies who are unflinching in the face of danger. Similarly to their underground-dwelling cousins, the sheikari drow have a skin color of varying shades of pale blue, their hair a white or silver, and eye color of bright red being the most common, with pale shades that appeared nearly white to blue, lilac, pink, or silver.
  Ability Score Increase: Your Strength and Constitution score increases by 1.
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.
Darkvision: Your darkvision has a range of 60 feet.
Brightvision: Having adapted to life on the surface, the user has the ability to see without penalty in bright light after a short or long rest, but loses Darkvision. This may be reversed to remove Brightvision and restore Darkvision after a short or long rest. Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.

  7) ELADRIN
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect their mood. The chaotic eladrin are creatures of powerful emotions, infused with a power that can align with the magic of the seasons. As creatures of the Feywild, they can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of freedom with benign self-interest. Eladrin that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains.   Eladrin are a wild card, typically seen as overly emotional elves. They aren't disliked, but are generally found to be more nosy, noisy and dramatic. They share the same physical characteristics as high elves.
  Eladrin have the following traits in common, in addition to the traits they share with other elves. Choose your eladrin's season: autumn, winter, spring, or summer.   Ability Score Increase. Your Charisma score increases by 1.
Shifting Seasons. At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the current season, that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.
*Season Cantrip (for Shifting Seasons)
Growth (Spring) Minor Illusion
Passion (Summer) Firebolt
Harvest (Autumn) Friends
Rest (Winter) Chill Touch
  Fey 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. 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 Charisma modifier:
Growth (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.
Passion (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 Charisma modifier (minimum of 1 damage).
Harvest (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 it.
Rest (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.   The Four Seasons Each
Eladrin has four distinct personality states—one for each season—that they can shift between when they experience powerful emotion.   Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.   Spring is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.
Summer is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.
Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.
Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.
  You may create personality traits and flaws for each of your seasons, reflecting an eladrin’s tempestuous personality. You can roll on the following tables or read them for inspiration. To add some chaos to your character, you may roll on these tables each time you change seasons. This is optional, as is changing between seasons. It all comes down to how you wish to portray your eladrin.   Autumn
d4 Autumn Personality Trait
1 If someone is in need, you never withhold aid.
2 You share what you have, with little regard to your own needs.
3 There are no simple meals, only lavish feasts.
4 You stock up on fine food and drink. You hate going without such comforts.
d4 Autumn Flaw
1 You trust others without thought.
2 You give to the point that you leave yourself without necessary supplies.
3 Everyone is your friend, or a potential friend..
4 You spend excessively on creature comforts.
Winter
d4 Winter Personality Trait
1 The worst case is the most likely case.
2 You preserve what you have. Better to hunger today and have food for tomorrow.
3 The world is full of dangers. You never let your guard drop.
4 A penny spent is a penny lost forever.
d4 Winter Flaw
1 Everything dies eventually. Why bother building anything that is meant to last?
2 Nothing matters to you, and you allow others to guide your actions.
3 Your needs come first. In winter, all must watch out for themselves.
4 You speak only to point out the flaws in others’ plans.
Spring
d4 Spring Personality Trait
1 Every day is the greatest day of your life.
2 You do everything with enthusiasm, even the most mundane chores.
3 You love music and song. You supply a tune yourself if no one else can.
4 You can’t stay still.
d4 Spring Flaw
1 You overdrink.
2 Toil is for drudges. Yours should be a life of leisure.
3 A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4 Anything worth doing is worth overdoing.
Summer
d4 Summer Personality Trait
1 You believe that direct confrontation is the best way to solve problems.
2 Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.
3 You stand tall and strong so that others can lean on you.
4 You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.
d4 Summer Flaw
1 You are stubborn. Let others change.
2 The best option is one that is swift, unexpected, and overwhelming.
3 Punch first. Talk later.
4 Your fury can carry you through anything.