Elf

* PHB
* Eladrin
* Pale
* Sea
* Shadow

Official art of an Elf from the Player's Handbook

Official art of an Eladrin from Monsters of the Multiverse

Official art of a Pallid Elf from Explorer's Guide to Wildemount

Official art of a Sea Elf from Monsters of the Multiverse

Official art of a Shadar-kai from Monsters of the Multiverse

**Elves** are humanoids originating from the Feywild. They are known for their pointed ears, higher cheek bones, and proficiency with arcane magic.

## **Origins**

The elves were originally created by the goddess Sera.

## **Notable elves**

### **But Not Really**

#### **PCs**

* Hellsing Zarkov (High Elf)
* Poppy (Pallid Elf)

## **Abilities**

### **General**

* **Darkvision**. Ability to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
* **Fey Ancestry**. Advantage on saving throws against being *charmed*, and magic can't put them to sleep.
* **Keen Senses**. Proficiency in the *Perception* skill.
* **Trance**. Instead of sleeping, elves need only meditate for 4 hours per day.

### **Drow**

* **Drow Magic**. Innate ability to cast *Dancing Lights*, as well as *Faerie Fire* and *Darkness* once per day each.
* **Drow Weapon Training**. Proficiency with rapiers, shortswords, and hand crossbows.
* **Sunlight Sensitivity**. Disadvantage on attack rolls and *Perception* checks that rely on sight whenever the drow or the target is in direct sunlight.
* **Superior Darkvision**. Ability to see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.

### **Eladrin**

* **Fey Step**. Ability to magically teleport 30 feet as a bonus action several times per day. Depending on the eladrin's season, additional affects occur.
	+ **Autumn**. Creatures within 10 feet must resist being *charmed*.
	+ **Winter**. Creatures within 10 feet must resist being *frightened*.
	+ **Spring**. The eladrin can instead touch another creature, teleporting it instead.
	+ **Summer**. Creatures within 5 feet suffer fire damage.

### **High Elf**

* **Cantrip**. Ability to cast one wizard cantrip of their choice.
* **Elf Weapon Training**. Proficiency with longswords, shortswords, shortbows, and longbows.
* **Extra Language**. Proficiency in another language of their choice.

### **Pale Elf**

* **Blessing of the Moon Weaver**. Innate ability to cast the *Light*, as well as *Sleep* and *Invisibility* once per day each.
* **Incisive Sense**. Advantage on *Investigation* and *Insight* checks.

### **Sea Elf**

* **Child of the Sea**. Ability to breathe air and water, as well as resistance to cold damage.
* **Friend of the Sea**. Ability to communicate simple ideas to any Beast with a swimming speed.
* **Speed**. A swimming speed equal to their walking speed.

### **Shadow Elf**

* **Blessing of the Raven Queen**. Ability to magically teleport 30 feet as a bonus action several times per day. After teleporting, they gain resistance to all damage until the start of their next turn.
* **Necrotic Resistance**. Resistance to necrotic damage.

### **Wood Elf**

* **Elf Weapon Training**. Proficiency with longswords, shortswords, shortbows, and longbows.
* **Fleet of Foot**. Base walking speed of 35 feet.
* **Mask of the Wild**. Ability to attempt to hide when only lightly obscured by natural phenomena such as heavy rain or foliage.

## **References**

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26  Elf (Player's Handbook)
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11  Monsters of the Multiverse
3. ↑ 3.0 3.1 3.2 3.3  Explorer's Guide to Wildemount