Elves

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. There are many different Elves on Nerakov and among the other planes as well.

## Statistics

### Age

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

### Alignment

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

### Size

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

### 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.

## Racial Traits

### Trait 1

Keen Senses: You have proficiency in the Perception skill.

### Trait 2

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

### Trait 3

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.

## ***Subraces of Elves:***

### *Drow:*

Drow generally live in the Far Realm: The Deep Core in the city of Sylelmelle, or Weshekar. Humans, Gith, Dwarves, Eladrin, Elves, and Dragonkin are seen as slaves to these elves or lesser beings due to the atrocities done to them by the Scalect Dominion/ Ouros Dynasty.

* ***Superior Darkvision and Sunlight Sensitivity:*** Accustomed to the depths of the Deep core, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. Additionally, 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.
* ***Drow Magic:*** You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire 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 darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
* ***Drow Weapon Training:*** You have proficiency with rapiers, shortswords, and hand crossbows.

### *High:*

the most elaborate or sophisticated beside the Crystal Elves but at least the Crystal elves are not as prude these elves live in the Sylvan Empire/ Nerakov Fae-wilds

* ***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.
* ***High Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.
* ***Cantrip.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
* ***Extra Language.*** You can speak, read, and write one extra language of your choosing.

### Shadar-kai:

these elves roam the Shadowfell but enjoy travelling across Nerakov

* ***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.
* ***Necrotic Resistance.*** You have resistance to necrotic damage.
* **Shadar-kai Weapon Training:** You have proficiency in three weapons of your choice.
* ***Natural Spy.*** You are highly capable at deceiving others. You are proficient in the Deception skill and you have advantage on Charisma (Deception) checks when dealing with elves.

### *Sea:*

These elves are ones whom travel in the Tri Craig Caribbean or are sea fairers or Pirates

* ***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.
* ***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. You can speak, read, and write Aquan.
* ***Friend of the Sea.*** Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

### *Wood:*

These elves wander the forests of the Nerakov Faewilds and in the Wildlands some do live in the Argus isles but they aren't that rare of a sight

* ***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.
* ***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.

### *Death:*

the name may confuse most mortals as they are more Ashen Elves than Death elves they come from the Ashlands and are generally soft spoken monotoned but they are seen as symbols of death and generally asked to perform rituals of passing

* ***Ashlands Instinct:*** While you are in darkness, you have advantage on Dexterity (Stealth) checks.
* ***Ashen Magic:*** You know the *Windlash* cantrip. When you reach 3rd level, you can cast the *Cloak of Shadow* 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 *Ashen Memories* spell once with this trait and regain the ability to do so when you finish a long rest. You do not need the material components required of the spells. Charisma is your spellcasting ability for these spells.
* **Aura of Calmness:** You emanate a sense of calm. Allies within 10ft gain advantage on saving throws against illusion spells and charm effects.
* **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.

### *Eladrin:*

Eladrin are Native to the Scalect Dominion under the Twin Queens of the Elven City

* ***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 Step.*** 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 short or 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 Charisma modifier:
	+ **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 Charisma modifier (minimum of 1 damage).

### *Crystal:*

These elves are said to be extinct from the Crystal war Calamity they do hide amongst others as well as hide within the Anira city if it still exists

* ***Crystalline Darkvision:*** You can see in dim light and darkness out to a radius of 60 feet as though it was bright light.
* ***Crystalline Senses:*** You have an advantage on Wisdom (Perception) checks when you are in darkness.
* **Crystal Rod Insert:** choose one of the Following inserts:
	+ **Silver:** Your base walking speed increases to 40 feet.
	+ **Golden:** you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
	+ **Emerald:** You gain resistance to disease and poison.
	+ **Platinum:** You gain +1 to your AC
	+ **Diamond:** You gain the ability to Glide/Hover 10 ft then at level 5 it increases to 15 ft, Finally at level 10 you have mastered your abilities and can fly 30 ft
	+ **Ruby:** You gain Resistance to Fire and the ability to walk on Lava
	+ **Sapphire:** You gain the ability to breathe underwater. and have a swim speed equal to your walking
	+ **Quartz:** Once per day, you can use invisibility on self for 2 rounds. The spell recharges after a long rest.
* **Crystal Empire Training:** You gain Expertise in 3 Exotic Weapons from the Crystal Empire

### *Scorched:*

These elves are nomadic tribals in the Scorched Barrens amidst the tribal conflict of the Scalekin and the Dragonkin tribes

* ***Barren Survivalist.*** You have proficiency in the Survival skill and advantage on saving throws against exhaustion caused by heat.
* ***Sand Swimmer:*** You have a burrow speed of 10 feet.
* **Tribal Weapon Training:** You have Proficiency with Spears, Shortbows, Longbows, and Scimitars
* ***Mask of the Sands.*** You can attempt to hide even when you are only lightly obscured by Dust Storms, heat waves, Mirages.

### ***Astral:***

* ***Astral Fire:*** You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it
* ***Starlight 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, and you regain all expended uses when you finish a long rest.
* ***Astral Trance(Replaces Trance):*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.