Elfo

***Elfos são um povo mágico de graça sobrenatural, vivendo em lugares de beleza etérea, no meio de florestas antigas ou em torres prateadas cintilando com a luz das fadas, onde música suave flutua pelo ar e fragrâncias suaves flutuam na brisa. Os elfos amam a natureza e a magia, arte e talento, música e poesia.***

# Características dos Elfos

* **Aumento no Valor de Habilidade.** Uma habilidade da sua escolha aumenta em 2.

* **Idade.** Por mais que elfos alcançam a maturidade física no mesmo tempo que os humanos, o entendimento élfico sobre a idade adulta vai além de crescimento físico para englobar mundana. Um elfo tipicamente reivindica a idade adulta e um nome adulto por volta dos 100 anos e pode viver até 750 anos.

* **Alinhamento.** Elfos amam a liberdade, variedade, e expressão própria, então eles geralmente pendem para os aspectos gentis do caos. Eles valorizam e protegem a liberdade dos outros assim como as duas, e são bons na maioria das vezes.

* **Tamanho.** Elfos variam entre 1,50 a 1,80 metro de altura e têm constituição esguia. Seu tamanho é Médio.

* **Deslocamento.** Seu deslocamento base de caminhada é de 9 metros..

* **Visão Noturna.** Acostumado a florestas crepusculares e ao céu noturno, você tem uma visão superior em condições de escuridão e pouca luz. Você pode ver na luz fraca a menos de 18 metros de você, como se fosse uma luz brilhante, e na escuridão, como se fosse uma luz fraca. Você não pode discernir cores na escuridão, apenas tons de cinza.

* **Ancestral Feérico.** Você tem vantagem em testes de resistência contra ser enfeitiçado, e magias não podem te colocar para dormir.

* **Transe.** Elfos não dormem. Em vez disso, eles meditam profundamente, permanecendo semiconscientes, por 4 horas por dia. A palavra comum para esta meditação é "transe". Enquanto medita, você sonha de uma certa maneira; esses sonhos são, na verdade, exercícios mentais que se tornaram reflexos após anos de prática. Depois de descansar dessa maneira, você obtém o mesmo benefício que um ser humano teria com 8 horas de sono.

* **Sentidos Aguçados.** Você tem proficiência na perícia de Percepção.

* **Idiomas.** Você pode falar, ler, e escrever Comum e Élfico.

### Elfo Negro

***Os "Drows", como geralmente são conhecidos, possuem um passado obscuro. Devido à ligação que eles possuíam com a rainha das aranhas, Lolth. De fato, alguns deles ainda possuem elos ainda não quebrados com a deusa, mas a maioria da sociedade Drow vive hoje em dia na superfície de Zofreau, no sudeste do continente. Em Thesethemar, os Drows vivem em uma sociedade harmônica dentre a Irmandade dos Elfos; A Dinastia da Noite.***

***Devido à sensibilidade à luz solar da pele desses elfos, os mais altos arcanistas criaram um modo de escurecer os céus do sul de Zofreau, fazendo com que os céus diurnos sejam sempre escuros, como se a noite nunca acabasse.***

* **Aumento No Valor de Habilidade.** Uma habilidade da sua escolha aumenta em 1.

* **Visão Noturna Superior.** Sua visão noturna tem um alcance de 36 metros, ao invés de 18.

* **Sensibilidade À Luz Solar.** Você tem desvantagem em rolagens de ataque e teste de Sabedoria (Percepção) que contam com visão quando você, o alvo do ataque, ou qualquer coisa que você está tentando perceber está em luz solar direta.
* **Magia Drow.** Você conhece o truque Globos de Luz. Quando você alcança o 3° nível, você pode conjurar Fogo das Fadas uma vez com esse traço e reganha a habilidade de fazê-lo novamente quando termina um descanso longo. Quando você alcança o 5° nível, você pode conjurar a magia Escuridão uma vez e reganha a habilidade de fazê-lo novamente quando termina um descanso longo. Carisma é sua habilidade de conjuração para essas magias.
* **Treinamento em Armas Drow.** Você tem proficiência com rapieiras, espada curta, e bestas de mão.

### 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**

 2nd
 3rd
 4th
 5th

### Avariel Elf (UA)

Source: Unearthed Arcana 46 - Elf Subraces

The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.

* **Flight.** You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

* **Languages.** You can speak, read, and write Auran.

### Grugach Elf (UA)

Source: Unearthed Arcana 46 - Elf Subraces

The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.

The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.

If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper's nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.

* **Ability Score Increase.** Your Strength score increases by 1.

* **Grugach Weapon Training.** You have proficiency with the spear, shortbow, longbow, and net.

* **Cantrip.** You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

* **Languages.** Unlike other elves, you don't speak, read, or write Common. You instead speak, read, and write Sylvan.

### Bishtahar and Tirahar Elf (Kaladesh)

Source: Plane Shift - Kaladesh

Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh’s food supply is grown by elves. Bishtahar cultivators grow food, decorative flowers, wood for building, and elaborate living sculptures in their meandering gardens and fields. They use the plane’s ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients.

Elves who forsake technology entirely are called the Tirahar. Some elves with Tirahar sympathies live within cities or farms, but most simply withdraw to the wilder areas of Kaladesh. No more than one in a hundred elves is counted among the Tirahar, and many members of other races are unaware that these reclusive elves even exist.

* **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.

### Vahadar Elf (Kaladesh)

Source: Plane Shift - Kaladesh

The Vahadar are elves who dwell in the cities of Kaladesh. They are comfortable with technology, and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The Vahadar are generally integrated into the rest of society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specific garden-like neighborhoods) and engaging in trade.

* **Ability Score Increase.** 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.

* **Extra Language.** You can speak, read, and write one extra language of your choice.

### Elf (Zendikar)

Source: Plane Shift - Zendikar

Elves are strongly associated with nature, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.

The elves of Zendikar have much in common with the elves of other worlds. Your elf character has the following traits.

* **Ability Score Increase.** Your Wisdom score increases by 2. This replaces the standard elf Ability Score Increase presented in the *Player’s Handbook*
* **Subrace.** Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.
	+ Tajuru Nation
		- The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.
		- **Ability Score Increase.** Your Charisma score increases by 1.
		- **Skill Versatility.** You gain proficiency in any combination of two skills or tools of your choice.
	+ Juraga Nation
		- The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar— or even for other elves. The survival of their nation and its traditions is the Joraga elves’ only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans’ aggressive exterior.
		- **Ability Score Increase.** Your Dexterity 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.
	+ Mul Daya Nation
		- Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order.
		- Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.
		- **Ability Score Increase.** Your Strength 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.
		- **Mul Daya 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 do so 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.