Elves

## Elves

The Elves are an estranged race, a remnant
of the past desperately clinging on to life. Chief among the
ancients, the Elves used their supreme power to challenge the Gods
themselves, seeking to replace them. Now, they seek redemption in the
arts they once found crude and savage, hoping to reclaim but a sliver
of what they lost.

## Elf Traits

***Ability Score Increase.***
Your Dexterity score increases by 2.

***Age.***
Elves age slower than the other races, typically not reaching
physical maturity until age 30. However, the Elven understanding of
adulthood extends beyond physical growth to encompass a worldly
experience. An Elf typically claims adulthood around 100, and can
live to be 900 years old.

***Alignment.***
Elves value freedom, variety, and self-expression, so they lean
strongly towards chaos. They also see value in protecting the
freedoms of others, though will not go out of their way to do so, and
are often neutral or good.

***Size.*** Elves
range from under 5 feet to over 6 feet tall. Your size is medium.

***Speed.***
Your base walking speed is 30 feet.

***Darkvision.***
A remnant of the former power of your ancestors,
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 dark
light as if it were dim. You can’t discern colour in Darkness, only
shades of grey.

***Keen Senses.***
You have proficiency with the perception skill.

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

***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
reflective through years of practice. After resting in this way, you
gain the same benefit that a human does with 8 hours of sleep.

***Languages.***
You can speak Common and Elvish.

***Elven Study.*** Through
years of study, you have mastered a skill of your choice. You become
literate with one language, you
can speak an additional language, or
you gain proficiency with one set of artisan’s tools or instrument.

***Subrace.*** Ancient
divides among the Elven people resulted in three
main subraces: moon elves, sun elves,
and
wild elves.

### Moon Elf

The moon elves live deep the Great Forest,
where they can study and observe the natural world without the
distractions of lesser races. Moon elves are primarily nocturnal,
performing their trances at noon. Moon elves have light skin and eyes
with traces of blue or silver, and have black or grey hair.

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

***Elf Weapon Training.*** You
gain proficiency with short swords, long swords, short bows, and long
bows.

***Lunar Blessing.***
You can
cast *pass without*
trace *once*.
You regain the ability to do so at the end of a short rest.

***Wilderness Sense.***
You have advantage on Intelligence and Wisdom checks to navigate in
forests.

### Sun Elf

The Sun Elves are bold, arrogant, and prize
honour above skill. They live in the plains beyond the mountains,
careful not to disturb the graves if their ancestors, lest they bring
the wrath of a vengeful deity upon their tribe. Sun Elves have dark
skin that ranges from shimmering gold to deep ebony. Their hair
compliments their skin, often taking a darker or paler shade. Sun
elves have brown or, rarely, dark green eyes.

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

***Elf Weapon Training.*** You
gain proficiency with short swords, long swords, short bows, and long
bows.

***Sun’s Vision.*** You
gain proficiency in Perception. While
not using your Darkvision, you may see twice as far, and
you
have
advantage on Wisdom (Perception) rolls that rely on sight.

***Loresmith***.'''''***You***
may take an additional choice from your Elven study.

### Wild Elf

The Wild Elves are mysterious and hard to
find, even for elves. They rebel against the passive nature of their
kin, seeking to restore the world to its former power. They worship
none; not the Gods of tech, not the natural beings of the forest.
Above all, they seek knowledge, power, fame, and the betterment of
civilisation.

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

***Elf Combat Training.*** You
learn
one cantrip of your choice
from the Wizard spell list,
and you gain proficiency with 2 weapons of your choice.

***Ancestral Power.***
The
first time you make an ability check or saving throw after a long
rest, you may add your Intelligence modifier to that roll.

***Chaotic Blood.***
When a spell or ability attempts to discern your alignment, they
always read you as Chaotic Neutral.