Elf
Elves are an ancient people, with deep ancestral ties to magic realms populated by immortal creatures. In several cultural accounts, elves are regarded as the first mortal beings to ever walk the world. Some elves claim these first elves were themselves immortal beings, made mortal so they could be stewards of the newborn land. Others believe mortality to be a punishment inflicted on their ancestors for some long-forgotten transgression. Whatever the case, most elven settlements were fully established long before the beginning of other culture’s living memory. These beautiful cities are often situated in places inherently rich in magic, within quiet groves deep within ancient forests or atop mist shrouded peaks that touch the sky.
Despite their long history, surprisingly little has changed about the elven people. Perhaps due to their long lifespans, even elves born to communities far removed from elven cities eventually feel compelled to visit the natural spaces so beloved by their ancestors and are driven to seek companionship amongst other creatures who share their long lives.
Elf Lineage Traits
Your elf character has certain hereditary traits dictated by their lineage.
Age. Although elves reach physical maturity at about the same age as humans, mental and emotional faculties reach full maturity around the age of 100. Elves can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and tend towards slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Night Vision. You have superior vision in naturally dark and dim conditions. 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.
Keen Senses. You have Proficiency in the Perception skill.
Magic Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious, for 4 hours a day. You can choose whether or not you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep.
Heritage Options
The following options are most common among elven heroes.
Cloud Heritage Traits
Characters who choose this heritage were raised with the values and traditions of the Cloud Elf communities.
Many accounts concerning the origins of the elves have been spun, and almost all are deeply intertwined with tales of magic. In a time long lost to memory, a group of elves clung fast to these tales and named themselves mages, stewards of the magical forces that coursed through the cosmos. These elves were the first of the cloud elf tribes and the towers they built to study the mysteries of the skies eventually became the heart of thriving cities.
Though many elves still dwell within these towering cities, striving for an ever greater understanding of magic, people from all over the world have been drawn into these cloud communities—eager to study the arcane arts at the finest magic academies or simply to dwell among kindred spirits for whom magic is the center of their world.
Alignment. Choose one of the alignments approved by your GM. Typical creatures of this heritage tend towards Lawful or Neutral alignments.
Touch of Magic. Choose a school of magic for which you have cultivated an affinity. You learn a cantrip of your choice from that school of magic. When you reach 3rd level, choose a 1st-level spell from that same school of magic, and when you reach 5th level, choose a 3rd-level spell from that same school. You learn these spells and can cast them at their lowest level. Once you cast one of these spells, you must finish a long rest before you can cast that spell again using this feature. Your spellcasting ability for these spells is CHA, INT, or WIS (choose which during character creation).
World of Wonders. You have Proficiency in the Arcana skill.
Languages. You know Common and two additional languages of your choice. Typical creatures of this heritage choose Elvish and Draconic.
Grove Heritage
Characters who chose this heritage were raised with the values and traditions of the grove elf communities.
When elves first walked the world, many chose to settle in the bounteous forests, drawn by the primordial music of the trees and beasts that dwelled among them. These early elves were the first grove elves, who established communities that intertwined harmoniously with the natural world—rather than seeking dominion over them. For ages, these communities have preserved the forests they call home, communing with nature in sacred groves, and taking up arms against those who dare to claim ownership of the land.
As time marches on and natural spaces are threatened by ever- growing populations, all manner of creatures have come to share the values of the first grove elves. All whose hearts are open to the beasts and plants of the wild are welcome to settle among the people of the grove.
Alignment. Choose one of the alignments approved by your GM. Typical creatures of this heritage tend towards Good or Neutral alignments.
Beast Affinity. Using gestures and sounds, you can communicate simple ideas with beasts, and you have advantage on checks made to interact with nonhostile beasts.
Canopy Walker. You have a climbing speed equal to your walking speed.
Elf Weapon Training. You have Proficiency with the longsword, shortsword, shortbow, and longbow.
Languages. You know Common and one additional languages of your choice. Typical creatures of this heritage choose Elvish.