Elf

## Traits

**Ability Score Increase:** +2 Dex

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Elvish

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Keen Senses:** Gain proficiency in *Perception*

**Fey Ancestry:** Gain advantage on *saves* vs *charmed* & ignore sleep magic

**Trance:** Your long rest only take 4 hours

## Subrace

* Drow
* Eladrin
* High Elf
* Sea Elf
* Shadar-kai
* Wood Elf
* Avariel (UA)
* Grugach (UA)

**Ability Score Increase:** +1 Cha

**Superior Darkvision:** +60ft

**Sunlight Sensitivity:** Gain disadvantage on attack rolls and *Perception* *checks* made in direct sunlight

**Drow Weapon Training:** Gain proficiency with rapiers, shortswords, and hand crossbows

**Drow Magic:** Gain *dancing lights* at 1st level, *faerie fire* at 3rd, and *darkness* at 5th. *Faerie fire* and *darkness* can only be cast 1/long rest (use Cha as their SpellMod)

**Ability Score Increase:** +1 Cha

**Four Seasons:** When you finish a long rest, you can change what season you are aligned with

**Fey Step:** As a bonus action, you can teleport up to 30ft. You can only use this 1/short rest. Starting at 3rd level, you can also trigger bonus effects based on your season (DCs = 8 + ChaMod + Prof)

* **Autumn:** After you teleport, chose up to two creatures with 10ft of you; they make Wis *saves* vs being *charmed* by you for 1 minute or until damaged by you or your allies
* **Winter:** Before you teleport, chose one creature within 5ft of you; it makes a Wis *save* vs being *frightened* of you until the end of your next turn
* **Spring:** Before you teleport, touch one willing creature; it teleports instead
* **Summer:** After you teleport, chose creatures with 5ft of you; they take fire damage equal to your ChaMod (min of 1 damage)

**Ability Score Increase:** +1 Int

**Languages:** One *standard*

**Elf Weapon Training:** Gain proficiency with longswords, shortswords, shortbows, and longbows

**Cantrip:** Gain one cantrip from the wizard spell list (use Int as its SpellMod)

**Ability Score Increase:** +1 Con

**Languages:** Aquan

**Sea Elf Training:** Gain proficiency with spears, tridents, light crossbows, and nets

**Child of the Sea:** +30***swimming*** speed & can breath water

**Friend of the Sea:** You can convey simple ideas to aquatic Beasts

**Ability Score Increase:** +1 Con

**Necrotic Resistance:** Resist necrotic damage

**Blessing of the Raven Queen:** As a bonus action, you can teleport up to 30ft. You can only use this 1/long rest. Starting at 3rd level, after teleporting, resist all damage until the start of your next turn

**Ability Score Increase:** +1 Wis

**Fleet of Foot:** +5***walking*** speed

**Elf Weapon Training:** Gain proficiency with longswords, shortswords, shortbows, and longbows

**Mask of the Wild:** You can try to Hide within foliage, rain, snow, or mist; even when only lightly obscured

**Languages:** Auran

**Flight:** +30***flying*** speed while not wearing medium or heavy armor

**Ability Score Increase:** +1 Str

**Languages:** Sylvan (replaces Common)

**Grugach Weapon Training:** Gain proficiency with spears, shortswords, shortbows, and nets

**Cantrip:** Gain one cantrip from the druid spell list (use Wis as its SpellMod)
## Variant

High Elves can replace their **Elf Weapon Training** with **Aereni**

* **Aereni:** Double one of your skill proficiencies or tool proficiencies

Wood Elves can replace their **Elf Weapon Training** with **Valenar**

* **Valenar:** Gain proficiency with scimitars, double scimitars, longbows, and shortbows

***UA:**This item contains playtest material from the Unearthed Arcana. It is subject to change and is not officially part of the game*