- Ability Score Increases: +2 Dexterity
- 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.
- Languages: 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.
Origin Town: Elerya, Isperia, Nevoldo, or Mordai
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.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
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.
Fleet of Foot: Your base walking speed is increased 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.
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.
Elves 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 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.
Elerya was founded by elves. As one of the first races on Avensuna the elves just felt mysteriously drawn to the great forest that lied in the east. A well sized clearing awaited them at the end of their journey, and since then Elerya has been a place where all elves can partake in their love of nature. They nurtured the plants and animals that surrounded them, and in turn the forest protected Elerya from other threats. The elves in Elerya had found a perfect match.
Ability Scores: +1 Dexterity, Wisdom, or Constitution
Skills: Proficiency in the Animal Handling, Medicine, or Survival skill.
One with Nature: You are proficient in the Nature skill.
Mark of the Wild: You know the Druidcraft cantrip.
Isperia was founded by the combined efforts of elves and humans. Together they set out on an expedition to the cold northern region of Avensuna. What brought these two races together? An unnatural phenomenon was rumored to have been taking place in the area. A party of humans from Crownworth and a party of elves from Elerya traveled together to explore the phenomena. Humans had the resources and experience when it came to traveling that the more isolated elves did not have. And the elves generally had a greater affinity for the magical and metaphysical aspects of the lands that the pragmatic humans had more difficulty grasping. It was only together that they could discover this new land. They established a small camp to do research the phenomena. Over time scholars from across the land joined them and the type of research being conducted grew and expanded into the university that stands there now.
Ability Scores: +1 Intelligence, Charisma, or Constitution
Skills: Proficiency in the Aracana, History, or Investigation skill.
Language: One language of your choice.
Cold Acclimation: You have advantage on saving throws against effects that deal cold damage. You resist the environmental effects of extreme cold.
Wizard School: You know the Message cantrip.
Elves have always been drawn to great sources of magic. The fact that Nevoldo was made by gnomes and not a natural phenomenon did not affect this. Curious elves went out to see the magic of the floating town for themselves. While most magically minded elves went to study magic at Isperia, Nevoldo offered a kind of freedom and creativity that was sorely missing from Isperia. Even eccentric druids made the trip to Nevoldo. They weren’t so much concerned with the nature of the old world. Instead these druids were more interested in the new kinds of animals being created and merged in Nevoldo. It was a new way of thinking for druidism.
Ability Scores: +1 Intelligence, Charisma, or Wisdom
Skills: Proficiency in the Arcana, Nature, or Investigation skill.
Mental Calluses: You have resistance to psychic damage.
Magic Town: You know the Mage Hand cantrip.
Elves’ limber bodies and delicate sensibilities make them well suited for spycraft and intrigue. The most talented of these elves were able to ascertain the whereabouts of Mordai. These elves would set out to go find Mordai, but would never return back to their homes. It is presumed that these elves over time integrated themselves into the large spy network of Mordai. Over the decades the amount of elven spies from Mordai has grown rapidly, suggesting that a sizable population of elves now lives in Mordai.
Ability Scores: +1 Charisma, Dexterity, or Intelligence
Skills: Proficiency in the Stealth, Sleight of Hand, or Deception skill.
Superior Darkvision: Your darkvision has a radius of 120 feet.
Gift of the Shadows: When you make a Charisma (Deception) or Dexterity (Stealth) check, you can roll 1d4, and add the number rolled to the ability check.