Elf

Elves are one of the most prominent people of Wormwood, being creatures deeply connected to the old magics of the world. Renowned for their fearlessness in settling the New World, elves have built great magical cities and are at the forefront in developing new spells and arcane technologies. Their culture is also highly based on an interconnectedness with nature, featuring ethereal art, artistry, music and poetry.

## **Fair Folk**

Elves are possessing of an unearthly strangeness to their features and movements. Every action has the practiced grace of someone who has been moving that way for hundreds of years, as many have been. Beyond that, elves' appearances are ever so slightly off to those who look at them. Their eyes are just a little too bright, their teeth a little too sharp, and their hair shimmers slightly with unearthly hues. Beyond that, each elvish race has developed unique and bizarre features that helped them adapt to their environment.

On average, elves are around 5 - 6ft tall and sport a fairly light frame likely stemming from their early history of being arboreal nocturnal predators. Most subraces of elves have the same range of skin tones as humans, but can also delve into the unnatural with shades of copper, bronze and blueish-green. Their hair covers a wide range of values including brown, black, white, blue, green and red. Their eyes are generally unnaturally bright, and glow in the dark like a deer's. They are generally vibrant jewel tones or deep browns. Elves lack facial hair and have very thin body hair.

**Elder and Primal Elves**

## **The Elder Peoples**

Elves are one of the longest-lived members of the Four Tribes, able to live to be well over 700 years old. This effects their demeanor and often makes them feel detached from their shorter-lived brethren. It can be hard for elves to for deep and meaningful connections with other creatures and whether intentional or not, this often comes off as haughtiness or snobbishness. And while some elves legitimately don't take other races seriously, most simply aren't used to connecting to younger beings.

One thing that truly reveals an elf's passionate side is artistry. Whether in music, painting, swordplay or even spellweaving, elves take to creative endeavors with fervor. Elves often form a deep connection to one kind of artistry, and will practice that form to perfection. For some that passion becomes their whole lives, while others simply use it as a way to calm their minds, or escape the stressful reality of the New World. Perhaps this skill and passionate is why elvish culture is so influential in the artistic world. If you wish, you can roll on the table below to determine an artistic pursuit that your elvish character engages with. With your DM's permission, you may also gain proficiency in using the requisite tools for your art.

Table of Pursuits
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## **Elvish Cities**

Most elves joined forces with the other Feyborn to develop great cities that could protect them from the dangers of the forebear ruins. As the dwarves used their superior masonry to build the city’s walls and foundations, The elves used their natural magics to guard the cities and craft elegant spires and watchtowers. Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Aristocratic families will often pay great sums for elvish tutors given their centuries of expertise in artistic pursuits.

Some elves chose to instead dwell amongst their own kind 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).

## **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 Characteristics

*When creating an Elf character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

*(Dex +2)*

**Creature Type.** Fey/Humanoid

**Size.** Medium

**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.

**Fey Ancestry.** You have advantage on saving throws to avoid or end the charmed condition.

**Trance.** Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you are conscious, and you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Additionally, you are immune to magical sleep, and when you complete a long rest in this fashion, you gain two proficiencies in a tool or a weapon that you aren't already proficient in. These proficiencies last until your next long rest.

**Keen Senses.** You have proficiency in the Perception skill.

**Languages.** You can speak, read, and write Common and Elven.

## **Elf Subraces**

When elves first came to be, they were scattered among different lands, and the magic there effected them in such a way as to create uniquely individual subraces with different physical and arcane capabilities. There are seven main subraces: high elves, wood elves, shadar-kai, sea elves, eladrin elves, pallid elves and dark elves, who are commonly called drow.

### Avariel

The Avariel are a species of winged elves. Long ago, Avariel were as common as any other kind of elf, but they were hunted to near extinction by early goblinoids who believed their feathers held magical properties. In modern times, the Avariel are considered little more than myth, but a few scattered groups of them still exist deep in hiding. Though the practice of hunting Avariel has long since been outlawed even by goblinoid tribes, the elves' long memories and the thriving black market mean that the Avariel that choose to travel amongst other races keep any avian features hidden beneath large cloaks and intricately carved masks.

**Primal Avariel:** Though all Avariel posess feathered wings and ears, Avarial born with a primal connection to magic may manifest one or more of the following traits. Birdlike hands and feet, longer necks, entirely feathered bodies or hair, elegant crests, and feathers that shimmer with elemental energies.

**Flight.** You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor.

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

### Drow

*(Cha +2)*

The drow are a subrace of elves found safety in the Underdark, sheltered from the chaos of the surface world. They have since grown and flourished, building great cities away from the sun’s light. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of pale lilac, silver, pink and blue. Drow tend to be smaller and thinner than most elves.

Interestingly enough, some drow have also formed alliances with duergar and deep gnomes to build great underground cities much in the same way their surface dwelling cousins have.

**Primal Drow:** Drow born with a primal connection to magic may manifest one or more of the following traits. Hair that flows and shines like the northern lights, a cluster of black eyes, mandible-like jaws, compound eyes, batlike ears or bioluminescent blood.

The Red Drow

If you choose to play a red drow you gain the following spells for your **Drow Magic** feature in place of the ones present:
You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Cause Fear spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Shadow Blade spell once per day; you must finish a long rest in order to cast the spell again using this trait. You can choose Wis, Int or Cha your spellcasting ability for these spells.

**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 once without expending a spell slot and regain the ability to do so when you finish a long rest. You can choose Wis, Int or Cha your spellcasting ability for these spells.

### Eladrin

*(Cha +1)*

Eladrin are elves native to Annwfyn (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 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.

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**Primal Eladrin:** Eladrin born with a primal connection to magic may manifest one or more of the following traits. Barklike patterns on their skin, vines and plantlife enveloping their body, an unmelting rime on their limbs, or veins of sunlight on their skin.

**Seasonal Shift.** As part of your Trance, you can change your season at the end of a long rest.

**Fey Step.** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus per 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 Wis, Int or Cha 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 proficiency bonus.

### Grugach Elf

*(Str +1)*

Long ago, when elves had begun building their great cities and the High elves in particular began experimenting with Forebear technology, a sect of elves broke off from the main population. These were called the Grugach, and they believed that the other races were becoming overconfident and that following the footsteps of the forebears would ultimately lead to the same ruin they had faced. And so, the Grugach fled to the most remote locations to live in harmony with nature and to shun all technology and any contact with the outside world. Any one of their number who chooses to leave their tribes, is shunned by the rest of their kind and considered and outcast.

**Primal Grugach:** Grugach born with a primal connection to magic may manifest one or more of the following traits. Skin like cracked earth, large, spade-shaped scales on arms and back, clawed hand and feet, thin vestigial tails, protruding tusks or fangs.

**Claws.** You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit.

**Cantrip.** You know one cantrip of your choice from the Druid spell list. Wis, Int, or Cha is your spellcasting ability for it.

**Languages.** Grugach shun the Common tongue as they shun all those who speak it. In Grugach tribes, Sylvan is the shared language they speak. If you create a Grugach adventurer, however, your DM may allow you to speak Common as well to make communication easier between you and your partymates.

### High Elf

*(Int +1)*

As a high elf, you have a keen mind and a mastery of at least the basics of magic. These elves are common, and can most often be found in the Feyborn cities, or mingling with other races. High elves (sometimes called moon elves or sun elves) have metallic colored eyes and hair, and their skin is sometimes flecked with vivid color.

**Primal High Elf:** High elves born with a primal connection to magic may manifest one or more of the following traits. Multiple eyes or ears, a crackling aura of unspent magical energy, skin in vibrant colors or crystalline protrusions.

**Cantrip.** You know one cantrip of your choice from the Wizard spell list. Wis, Int, or Cha is your spellcasting ability for it.

**High Elf Training.** Choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.

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

### Mirror Elf

*(Cha +1)*

Mirror elves are the descendants of a sect of elves that magically altered their bodies in order to become the perfect spies and assassins. As the New World grew, these elves inserted themselves into the highest echelons of society, becoming invaluable courtiers and members of nobility. Mirror elves are trained from a young age to use their innate magic to their advantage, and to trade their skills and secrets to help them get further in life. Some mirror elves with less nefarious intentions instead use their gifts to root out shapeshifters who may try to spread corruption and subterfuge from places of power.

**Primal Mirror Elves:** Mirror elves born with a primal connection to magic may manifest one or more of the following traits. Reflective patterns on the skin, multiple pupils, extra fingers, or quicksilver blood.

**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. Wis, Int, or Cha is your Spellcasting Ability for these spells.

**Mirror Spells.** 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. *(1st level)* Disguise Self, Silent Image, *(2nd level)* Darkness, Pass Without Trace, *(3rd level)* Clairvoyance, Major Image, *(4th level)* Greater Invisibility, Hallucinatory Terrain, *(5th level)* Mislead.

### Sea Elf

*(Con +1)*

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the new world. While the other elves built cities and strongholds, the sea elves built boats and voyaged across the seas. Today, they occupy port towns and control trade between different settlements. Sea elves have blue-green skin, webbed hands and feet, and a set of gills.

**Primal Sea Elf:** Sea Elves born with a primal connection to magic may manifest one or more of the following traits. Bioluminescent markings, flexible fish-like fins or a webbed tail.

**Child of the Sea.** You have a swimming speed equal to your walking speed, and you can breathe air and water. Additionally, you have resistance to cold damage.

**Friend of the Sea.** Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. Although swimming beasts can understand you, you have no innate ability to understand them in return.

### **Shadar-Kai**

*(Con +1)*

Elves originating from Ashfodell (or at least affected by it), shadar-kai have black hair and eyes and cold skin. They have the appearance of someone stuck between life and death.

**Primal Shadar-Kai:** Shadar-kai born with a primal connection to magic may manifest one or more of the following traits. Hair like black smoke, semi-transparent skin, black feathers in their hair, or apparent black cracks covering their skin.

**Necrotic Resistance.** You have resistance to necrotic damage.

**One Foot in Shadow.** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus per 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**

*(Wis +1)*

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but is occasionally blond or copper-colored. Their eyes are green, brown or hazel.

**Primal Wood Elf:** Wood elves born with a primal connection to magic may manifest one or more of the following traits. Antlered horns, animalistic ears, sharp teeth, striped or spotted patters on their skin, or longer hair on their arms and legs.

**Wood Elf Training.** Choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.

**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**

*(Wis +1)*

The pallid elves are a mystical and insightful people with skin as pale as the surface of Wormwood's largest moon. They emerged from seemingly nowhere recently and are possessing of strange arcane constructs.

**Primal Pallid Elf:** Pallid elves born with a primal connection to magic may manifest one or more of the following traits. Opalescent skin, an aura of floating motes of light, gossamer head fins, or feathered antennae.

**Incisive Sense.** You have advantage on Investigation and Insight checks.

**Blessing of the Second Moon.** 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. Wis, Int or Cha is your spellcasting ability for these spells.