Elf Species in Terranon | World Anvil

Elf

Elf Traits

As an elf, you have the following traits.   Ability Score Increase. Your Dexterity score increases by 2.   Age. Although myths and legends tell tales of elves living to be hundreds or thousands of years, elves today live no longer than any other long-lived race, which is up to 150 years.   Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.   Size. You are Medium.   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 discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Keen Senses. You have proficiency in the Perception 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. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.   Primal Blessing. Ever changing, mirthful, and beautiful, primal feywild elves could assume any sex they liked at a whim. Some elves are born so androgynous that they are proclaimed to be among the blessed (ama’il in Elvish, lit. ‘beautiful gift’ in common), and are living symbols of the primal elves' fluid state of being. An elf may connect with this primal nature and change their sex whenever they finish a long rest, including this androgynous form.  

Elf Variants

Elves feel a natural connection to the world around them, and after a time, take on aspects of the world that they live in. This natural connection has created more elven variants than almost any other race.  

Dark Elf Variant

Either you or your family was born in the The Summerlands, and thus, something of that dark continent has affected you.   Ability Score Increase. Additionally, 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 Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Direct sunlight can be blocked by any kind of portable shade, such as cloaks, parasols, or wide-brimmed hats.   Dark Elf 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 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.   Dark Elf Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.  

Eladrin Variant

Ability Score Increase. When determining ability scores, you increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.   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 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.
  You may change your season when you finish a long rest.  

High Elf Variant

Ability Score Increase. Additionally, 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.  

Nature (Vahadar) Variant

Ability Score Increase. Additionally, your Wisdom 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 druid spell list. Wisdom is your spellcasting ability for it.  

Pallid Elf Variant

Ability Score Increase. Additionally, your Wisdom score increases by 1.   Incisive Sense. You have advantage on Investigation and Insight checks.   Blessing of Light. You know the light cantrip. When you reach 3rd level, you can cast the sleep 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 invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.  

Sea Elf Variant

Ability Score Increase. When determining ability scores, you increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.   Speed. You have a swimming speed equal to your walking speed.   Child of the Sea. You can breathe air and water, and you have resistance to cold damage.   Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.  

Shadar-Kai Variant

Ability Score Increase. When determining ability scores, you increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.   Shadowed Blessing. 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 Resitance. You have resistance to necrotic damage.  

Spirit (Mul Daya) Variant

Ability Score Increase. Additionally, your Strength score increases by 1.   Superior Darkvision. Your darkvision has a radius of 120 feet.   Spirit Magic. You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to dos o 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. Wisdom is your spellcasting ability for these spells.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.  

Wood Elf Variant

Ability Score Increase. Additionally, 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.