===
Elf
===

Elves area 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 orin 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.


Slender and Graceful
--------------------
With their unearthly grace and fine features, elves appear hauntingly
beautiful to humans and members of many other races. They are slightly shorter
than humans on average, ranging from well under 5 feet tall to just over 6
feet. They are more slender than humans, weighing only 100 to 145 pounds.
Males and females are about the same height, and males are only marginally
heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in
shades of copper, bronze, and almost bluish-white, hair of green or blue, and
eyes like pools of liquid gold or silver. Elves have no facial and little body
hair. They favor elegant cloth in gin bright colors, and they enjoy simple yet
lovely jewelry.


A Timeless Perspective
----------------------

Elves can live well over 700 years, giving them abroad perspective on events
that might trouble the shorterlived races more deeply. They are more often
amused than excited, and more likely to be curious than greedy. They tend to
remain aloof and unfazed by petty happenstance. When pursuing a goal, however,
whether adventuring on a mission or learning anew skill or art, elves can be
focused and relentless. They are slow to make friends and enemies, and even
slower to forget them. They reply to petty insults with disdain and to serious
insults with vengeance.

Like the branches of a young tree, elves are flexible
in the face of danger. They trust in diplomacy and compromise to resolve
differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait
the invaders out. But when the need arises, elves reveal astern martial side,
demonstrating skill with sword, bow, and strategy.


Hidden Woodland Realms
----------------------

Most elves dwell 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 plow in gland. 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).

Elves encountered outside their own lands are commonly traveling minstrels,
artists, or sages. Human nobles compete for the services of elf instructors to
teach swordplay or magic to their children.


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 today 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, sometime
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, A ram il, A rannis, Aust, Beiro, Berrian, Carric, Enialis,
Erdan, Erevan, Galinndan, Hadarai, Heian, Him o, Immeral, Ivellios, Laucian,
Mindartis, Paelias, Peren, Quarion, Riardon, R olen, 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):**
Am akiir (Gem flower), Am astacia (Starflow er),
Galanodel (Moonwhisper), Holimion (Diamonddew),
Ilphelkiir (Gem blossom),
Liadon (Silverfrond),
Meliamne (Oakenheel),
Nailo(Nightbreeze),
Siannodel (Moon brook),
Xiloscient(Goldpetal)


Haughty but Gracious
--------------------

Although they can be haughty, elves are generally gracious even to those who
fall short of their high expectations— which is most non-elves. Still, they
can find good in just about anyone.


**Dwarves.**
“
Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication,
and manners, they makeup in valor. And I must admit, their best smiths produce
art that approaches elven quality.
”



**Halflings.**
“
Halflings are people of simple pleasures, and that is not a quality to scorn.
They’re good folk, they care for each other and tend their gardens, and they
have proven themselves tougher than they seem when the need arises.
”



**Humans.**
“All that haste,
their ambition and drive to accomplish something before their brief lives pass
away— human endeavors seem so futile sometimes. But then you look at what they
have accomplished, and you have to appreciate their achievements. If only they
could slowdown and learn some refinement.
”


Elf Traits
----------

Your elf character has a variety of natural abilities, the result of thousands
of years of elven refinement.

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

**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 selfexpression, 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. The d row are an
exception; their exile into the Underdark has made them vicious and dangerous.
Drow are more often evil than not.

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

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

**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 6 0 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.

**Keen Senses.**
You have proficiency in 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 reflexive through years of practice. After
resting in this way, you gain the same benefit that a human does from 8 hours
of sleep.

**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 song sand poems are famous among other races. Many bards learn their
language so they can add Elvish ballads to their repertoires.


Subraces
--------

Ancient divides among the elven people resulted in three main subraces: high
elves, woo delves, and dark elves, who are commonly called drow. Choose one of
these subraces. In some worlds, these subraces are divided still further (such
as the sun elves and moon elves of the Forgotten Realms),
so if you wish, you can choose a narrower subrace.


High Elf
^^^^^^^^

As a high elf, you have a keen mind and a mastery of at least the basics of
magic. In many of the worlds of D&D, there are two kinds of high elves. One
type (which includes the gray elves and valley elves of
Greyhawk, the Silvanesti of Dragon lance, and the sun elves of the Forgotten
Realms) is haughty and reclusive, believing themselves to be superior to
non-elves and even other elves. The other type (including the high elves of Greyhawk.
the Qualinesti of Dragon lance, and the moon elves of the Forgotten Realms)
are more common and more friendly, and often encountered among humans and
other races.

The sun elves of Faerun (also called gold elves or sunrise elves)
have bronze skin and hair of copper, black, or golden blond. Their eyes are
golden, silver, or black. Moon elves (also called silver elves or gray elves)
are much paler, with alabaster skin sometimes tinged with blue. They often
have hair of silver-white, black, or blue, but various shades of blond, brown,
and red are not uncommon. Their eyes are blue or green and flecked with gold.

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

**Elf Weapon Training.**
You have proficiency with the lon gsword, 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 choice.


Wood Elf
^^^^^^^^

As a wood elf, you have keen sense sand intuition, and your fleet feet carry
you quickly and stealthily through your native forests. This category includes
the wild elves (grugach) of Greyhawk and the Kagonesti of Dragon lance, as
well as the races called woo delves in Greyhawk and the Forgotten Realms. In
Faerun, wood elves (also called wild elves, green elves, or forest elves) are
reclusive and distrusting of non-elves.

Wood elves’ skin tends to be copperish in hue, sometimes with traces of green.
Their hair tends toward brown
sand blacks, but it is occasionally blond or cop per-colored. Their eyes are
green, brown, or hazel.

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

**Elf Weapon Training.**
You have proficiency with the longsword, sh ortsword, 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.


Dark Elf (Drow)
^^^^^^^^^^^^^^^

Descended from an earlier su brace of dark-skinned elves, the d row were
banished from the surface world for following the goddess Lolth down the path
to evil and corruption. Now they have built their own civilization in the
depths of the Underdark, patterned after the Way of Lolth. 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 lilac, silver, pink, red, and blue. They tend
to be smaller and thinner than most elves.

Drow adventurers are rare, and the
race does not exist in all worlds. Check with your Dungeon Master to see if
you can play a drow character.


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

**Superior Darkvision.**
Your darkvision has a radius of 120 feet.

**Sunlight Sensitivity.**
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 indirect sunlight.

**Drow Magic.**
You know the dancing lights cantrip. When you reach 3rd level, you can cast
the faerie fire spell once per day. When you reach 5th level, you can also
cast the darkness spell once per day. Charisma is your spellcasting ability
for these spells.

**Drow Weapon Training.**
You have proficiency with rapiers, sh ortswords, and hand crossbows.

The Darkness of the Drow
------------------------

Were it not for one renowned exception,
the race of drow
would be universally reviled.
To most,
they area race of
demon-worshiping marauders dwelling in the subterranean
depths of the Underdark,
emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise.
Their society is depraved and preoccupied with the
favor of Lolth,
their spider-goddess,
who sanctions murder
and the extermination of entire families as noble houses
vie for position.
Yet one drow,
at least,
broke the mold.
In the world of the
Forgotten Realms,
DrizztDo'Urden,
ranger of the North,
has
proven his quality as a good-hearted defender of the weak
and innocent.
Rejecting his heritage and adrift ina world that
looks upon him with terror and loathing,
Drizzt is a model
for those few drow who follow in his footsteps,
trying to find
a life apart from the evil society of their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior,
worthless except as slaves.
Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice,
especially
when they are so often on the receiving end of hatred.