Elf (5E)

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Subraces

All Elves have:

  • Darkvision
  • Keen Senses
  • Fey Ancestry
  • Trance— Since 2017 (Sage Advice Compendium, 2.0) it has been official that Trance allows an elf to finish a long rest using the 4-hour meditation.
Elven subrace names (Faerûn)
Elven Common Color Other
Ar-Telˀquessir sun gold grey, high
Teu-Telˀquessir moon silver high
Sy-Telˀquessir wood copper sylvan
Or-Telˀquessir wild green Grugach
Alu-Telˀquessir sea (teal) aquatic
Aril-Telˀquessir winged (white) Avariel
Ly-Telˀquessir lupine (pale) Lythari
Ssri-Telˀquessir Drow dark deep, night
Ruar-Telˀquessir star mithral
Race base
height
base
weight
height
mod.
weight
mod.
Stat bonus Special abilities
High PHB 4′6″ 90 lb. +2d10 × 1d4 lb. +2 Dex, +1 Int • Elf Weapon Training • Cantrip • Extra Language aka Vadahar
Wood PHB 4′6″ 100 lb. +2d10 × 1d4 lb. +2 Dex, +1 Wis • Elf Weapon Training • Fleet of Foot • Mask of the Wild aka Bishtahar, Tirahar
Drow PHB 4′5″ 75 lb. +2d6 × 1d6 lb. +2 Dex, +1 Cha • Drow Weapon Training • Superior Darkvision • Sunlight Sensitivity • Drow Magic
Eladrin DMG 4′6″ 90 lb. +2d10 × 1d4 lb. +2 Dex, +1 Int • Elf Weapon Training • Fey Step
Eladrin MTF 4′6″ 90 lb. +2d12 × 1d4 lb. +2 Dex, +1 Cha • Fey Step • Seasonal Bonus
Sea elf MTF 4′6″ 90 lb. +2d8 × 1d4 lb. +2 Dex, +1 Con • Sea Elf Training • Child of the Sea • Friend of the Sea
Shadar-kai MTF 4′8″ 90 lb. +2d8 × 1d4 lb. +2 Dex, +1 Con • Necrotic Resistance • Blessing of the Raven Queen (Shadowfell)
Avariel UA 4′8″ 90 lb. +2d10 × 1d4 lb. +2 Dex, — • Flight
Grugach UA 4′5″ 75 lb. +2d6 × 1d6 lb. +2 Dex, +1 Str • Grugach Weapon Training • Cantrip
Tajuru PSZ 4′6″ 90 lb. +2d10 × 1d4 lb. +2 Wis, +1 Cha • Elf Weapon Training • Skill Versatility
Joraga PSZ 4′6″ 90 lb. +2d10 × 1d4 lb. +2 Wis, +1 Dex • Elf Weapon Training • Fleet of Foot • Mask of the Wild
Mul Daya PSZ 4′6″ 90 lb. +2d10 × 1d4 lb. +2 Wis, +1 Str • Elf Weapon Training • Superior Darkvision • Sunlight Sensitivity • Mul Daya Magic

Background

Elven Trinkets
  1. A small notebook that causes anything written in it to disappear after l hour.
  2. A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light.
  3. A small golden pyramid inscribed with elven symbols and about the size of a walnut.
  4. A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again.
  5. A golden compass that points toward the nearest portal to the Feywild within 10 miles.
  6. A small silver spinning top that, when spun, endlessly spins until interrupted.
  7. A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong.
  8. A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form.
Elf (Non-drow) Adventurer Story Hooks
  1. You believe the key to reuniting the elves with Corellon lies somewhere in the wider world, not within elven society, and you're determined to find it.
  2. Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it.
  3. A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend.
  4. A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love.
  5. Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it.
  6. Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come.
  7. You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person.
  8. When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny.
Drow Adventurer Story Hooks
  1. You overheard members of your own house plotting to poison you, so you fled from the Underdark to save yourself. You won't return until you've amassed enough fortune to surround yourself with loyal mercenary bodyguards.
  2. You were enslaved as punishment for t rying to poison an influential riva l, but you escaped and fled to the surface. If you return to the Underdark and are captured, you'll be re-enslaved.
  3. You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left.
  4. You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them.
  5. A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed.
  6. You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself.
  7. All your life, you were alienated and terrified by the cruelty of your kin. The first chance you got, you volunteered to go on a surface raid, then deserted the group and remained behind. Now you're hated and feared wherever you go, but at least you've found a small group of adventurous friends who trust and support each other.
  8. You were part of a delegation carrying diplomatic messages to another drow city when duergar attacked the caravan for slaves and treasure. Only you and one other guard escaped. If you'd returned home, you'd have been poisoned or worse for failure. Becoming a mercenary was your best option.
Drow House Specialty
  1. Adamantine weapons
  2. Assassinations
  3. Giant spiders subject to magical control
  4. Hallucinogenic substances
  5. High-status slaves and sacrificial victims
  6. Items taken from surface world in raids
  7. Low-cost, humanoid slaves
  8. Maps of the Underdark
  9. Poisons
  10. Reptilian beasts of burden

Language

Main article: Elvish
  • ama (flower)
  • kiir (gem)
  • stacia (star)
  • gala (whisper)
  • nodel (moon)
  • sian (brook)
  • ilphel (blossom)

Child names

  • Ael
  • Ang
  • Ara
  • Ari
  • Arn
  • Aym
  • Broe
  • Bryn
  • Cael
  • Cy
  • Dae
  • Del
  • Eli
  • Eryn
  • Faen
  • Fera
  • Gael
  • Gar
  • Innil
  • Jar
  • Kan
  • Koeth
  • Lael
  • Lue
  • Mai
  • Mara
  • Mella
  • Mya
  • Naeris
  • Naill
  • Nim
  • Phann
  • Py
  • Rael
  • Raer
  • Ren
  • Rinn
  • Rua
  • Sael
  • Sai
  • Sumi
  • Syllin
  • Ta
  • Thia
  • Tia
  • Traki
  • Vall
  • Von
  • Wil
  • Za

Female names

  • Adrie
  • Ahinar
  • Althaea
  • Anastrianna
  • Andraste
  • Antinua
  • Arara
  • Baelitae
  • Bethrynna
  • Birel
  • Caelynn
  • Chaedi
  • Claira
  • Dara
  • Drusilia
  • Elama
  • Enna
  • Faral
  • Felosial
  • Hatae
  • Ielenia
  • Ilanis
  • Irann
  • Jarsali
  • Jelenneth
  • Keyleth
  • Leshanna
  • Lia
  • Maiathah
  • Malquis
  • Meriele
  • Mialee
  • Myathethil
  • Naivara
  • Quelenna
  • Quillathe
  • Ridaro
  • Sariel
  • Shanairla
  • Shava
  • Silaqui
  • Sumnes
  • Theirastra
  • Thiala
  • Tiaathque
  • Traulam
  • Vadania
  • Valanthe
  • Valna
  • Xanaphia

Male names

  • Adran
  • Aelar
  • Aerdeth
  • Ahvain
  • Aramil
  • Arannis
  • Aust
  • Azaki
  • Beiro
  • Berrian
  • Caeldrim
  • Carric
  • Dayereth
  • Dreali
  • Efferil
  • Eiravel
  • Enialis
  • Erdan
  • Erevan
  • Fivin
  • Galinndan
  • Gennal
  • Hadarai
  • Halimath
  • Heian
  • Himo
  • Immeral
  • Ivellios
  • Korfel
  • Lamlis
  • Laucian
  • Lucan
  • Mindartis
  • Naal
  • Nutae
  • Paelias
  • Peren
  • Quarion
  • Riardon
  • Rolen
  • Soveliss
  • Suhnae
  • Thamior
  • Tharivol
  • Theren
  • Theriatis
  • Thervan
  • Uthemar
  • Vanuath
  • Varis

Family names

  • Aloro
  • Amakiir (gemflower)
  • Amastacia (starflower)
  • Ariessus
  • Arnuanna
  • Berevan
  • Caerdonel
  • Caphaxath
  • Casilltenirra
  • Cithreth
  • Dalanthan
  • Eathalena
  • Erenaeth
  • Ethanasath
  • Fasharash
  • Firahel
  • Floshem
  • Galanodel (moonwhisper)
  • Goltorah
  • Hanali
  • Holimion (diamonddew)
  • Horineth
  • Iathrana
  • Ilphelkiir (gemblossom)
  • Iranapha
  • Koehlanna
  • Lathalas
  • Liadon (silverfrond)
  • Meliamne (oakenheel)
  • Mellerelel
  • Mystralath
  • Naïlo (nightbreeze)
  • Netyoive
  • Ofandrus
  • Ostoroth
  • Othronus
  • Qualanthri
  • Raethran
  • Rothenel
  • Selevarun
  • Siannodel (moonbrook)
  • Suithrasas
  • Sylvaranth
  • Teinithra
  • Tiltathana
  • Wasanthi
  • Withrethin
  • Xiloscient (goldpetal)
  • Xistsrith
  • Yaeldrin

Wood elves

Also called copper elves, or Or’Tel’Quessir, wood elves are the most common elves remaining in Faerûn. Their ancestors left behind the strife of the Crown Wars millennia ago to found strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of hubris.

Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the “great” elven kingdoms were responsible for many equally great mistakes. They look upon the Sundering, the Crown Wars, the descent of the drow, and other calamities as the result of acts of arrogance on the part of their ancestors. Living around and amid the reminders of this arrogance, and standing witness to the rise and fall of many elven empires, wood elves see the place of elves in the world differently than moon or sun elves do. Wood elves seek a quiet harmony, not domination, with the wider world.

Sylvan counterparts of the sun elves and moon elves, wood elves eschew the cities and strongholds of their kin in favor of living close to nature. Wood elves have not claimed a large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or protected. Wood elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and hunters.

Despite seeing themselves as part of the world, wood elves don’t commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood elves don’t come across members of other races. Adventurers, diplomats, couriers, and those who pursue similar professions are the exceptions, traveling far outside their sylvan domains and meeting a wide variety of folk.

Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic copper, and eyes of green, brown, or hazel.

Skilled naturalists, wood elves often take up professions that allow them to remain close to the wild or to make use of their knowledge of woodcraft, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.

Eladrin

Grey

Dungeon Master’s Guide, p.286

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

The elf subraces in the Player’s Handbook include an ability score increase, a weapon training feature, and two or three additional traits. Given the story of the eladrin and their magical nature, an increase to an eladrin character’s Intelligence is appropriate. There’s no need to alter the basic weapon training shared by high elves and wood elves.

An ability that sets the eladrin apart from other elves is their ability to step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. In the game, this is reflected in a limited use of the misty step spell. Since misty step is a 2nd-level spell, this ability is potent enough that the subrace doesn’t need additional traits. This leaves us with the following features for the eladrin subrace:

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 Template:5e spell once using this trait. You regain the ability to do so when you finish a short or long rest.

Lythari elves

Lythari subrace traits

The lythari subrace has the elf traits in the Player’s Handbook, plus the subrace traits below.

Ability Score Increase
Your Wisdom score increases by 1.
Languages
You can speak, read, and write Sylvan.
Lythari wolf
You can use your action to magically shift into your wolf form. You can revert to your elf form by using a bonus action on your turn. Your statistics, other than listed below, are the same in each form. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for a wolf to wear a piece of equipment, based on its shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the new form has no effect until you leave the form. You revert to your elf form if you die.
You may shift to wolf form and back to elf form a number of times equal to your proficiency bonus. You regain the ability to shift back and fourth after completing a long rest.
Wolf Form. While in wolf form, you have a +1 bonus to AC (Natural Armor), a +10 bonus to movement speed, and a +2 bonus to Dexterity.
Canine. You can communicate in the Canine “language” in either of your forms. Canine, a strange combination of growls, howls, and body language, allows lythari to communicate with wolves and dogs of all forms. Lythari are born with this knowledge. Any other languages you know cannot be spoken while in wolf form.
Keen Hearing and Smell. While in wolf form, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite Attack. While in wolf form, you can make a bite attack as an action. This is a finesse melee weapon attack which deals 2d4 piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Starting when your proficiency bonus reaches +3, your unarmed strikes count as silver for the purpose of overcoming Resistance and immunity to nonsilver attacks and damage. Starting when your proficiency bonus reaches +4, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Damage Reduction
Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons that aren’t silvered is reduced by 1.

Sea elves

Explorer’s Guide to Wildemount, pp. 163–164

Sea elves are a reclusive and deeply territorial people who have as much in common with merfolk as they do with other elves. Most sea elves view the people of Faerûn—even other elves—with mistrust.

Sea elf subrace traits

The Sea elf subrace has the elf traits in the Player’s Handbook, plus the subrace traits below.

Ability Score Increase
Your Constitution score increases by 1.
Languages
You can speak, read, and write Aquan.
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.

Star elves

Otherworldly Touch
Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimensional foes.

References