Elf

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 or 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.

Elf dnd character

Image by: Midjourney

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

Elves 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.

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, Vall

Male Adult Names: 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 Adult Names: 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

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (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 about 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.

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.

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Dark Elf

Source: Player’s Handbook

  • 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 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 the Darkness spell onceand regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Eladrin (MToF)

Source: Mordenkainen’s Tome of Foes

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 the eladrin’s mood:

  • Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.
  • Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
  • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.
  • Summer is the season of boldness and aggression, a time of unfettered energy.

Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.

When finishing a long rest, any eladrin can change their 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.

The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.

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 most likely to occur.
2
You preserve what you have. Better to be hungry today and have food for tomorrow.
3
Life is full of dangers, but you are ready for them.
4
A penny spent is a penny lost forever.
d4 Winter Flaw
1
Everything dies eventually. Why bother building anything that is supposedly 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 doing again and again.

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 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.
  • Ability Score Increase. Your Charisma score increases by 1.
  • 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. The effects are as follows:
    • 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.
    • 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 Charisma modifier (minimum of 1 damage).

Eladrin (DMG)

Source: Dungeon Masters Guide

Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over into the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fey Step. You can cast the Misty Step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

High Elf

Source: Player’s Handbook

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Extra Language. You can read, speak, and write one additional language of your choice.

Sea Elf

Source: Mordenkainen’s Tome of Foes

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
  • Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
  • Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
  • Languages. You can speak, read, and write Aquan.

Shadar-Kai

Source: Mordenkainen’s Tome of Foes

Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Necrotic Resistance. You have resistance to necrotic damage.
  • Blessing of the Raven Queen. 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 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.

Wood Elf

Source: Player’s Handbook

  • 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.

Pallid Elf

Source: Explorer’s Guide to Wildemount

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Incisive Sense. You have advantage on Investigation and Insight checks.

Blessing of the Moonweaver. You know the Light cantrip. When you reach 3rd level, you can cast Sleep once, and it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.

Mark of Shadow Elf

Source: Eberron – Rising from the Last War

  • Ability Score Increase. Your Charisma score increases by 1
  • Cunning Intuition. Whenever you roll a Dexterity (Stealth) check or a Charisma (Performance) check, roll a d4 and add the number rolled to the total ability check.
  • Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd level, you can also cast the Invisibility spell with this trait. Once you cast either spell with this trait, you can’t cast that spell again until you finish a long rest. Charisma is your Spellcasting Ability for these spells.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class features, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.

Mark of Shadow Spells

Spell Level Spell
1st
Disguise Self, Silent Image
2nd
Darkness, Pass Without Trace
3rd
Clairvoyance, Major Image
4th
Greater Invisibility, Hallucinatory Terrain
5th
Mislead