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.
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 clothing in bright colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived 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 a new 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 a stern 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 plowing land. 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 to day 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, some time 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, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, 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): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Subraces
Aereni High Elf
Aereni Wood Elf
Avariel Elf (UA)
Drow
Eladrin Elf
Grugach Elf (UA)
High Elf
Pallid Elf
Sea Elf
Shadar-Kai
Valenar High Elf
Valenar Wood Elf
Wood Elf
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 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. The drow 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 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.
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 songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Aereni High Elf
Elven culture began on the distant continent of Xen’drik. Tens of thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive to perfect the techniques of their ancestors. With centuries to devote to their studies, the elves are masters of their chosen crafts; at the same time, their society has changed very little over the last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people are too mired in the past, and need to find a way forward?
Aerenal is ruled by the Undying Court, a council of undead elves sustained by positive energy. The Undying Court wields godlike power and has protected your island home for thousands of years. The greatest heroes of your people join the Undying Court after death; if you achieve great things in your life, you too could achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to leave your island and wander the world? Are you in search of a power that could earn you your place in the Undying Court? Have you been given a quest by one of your own deathless ancestors? Or are you an exile, banished from your homeland for some crime against the Undying Court?
As one of the Aereni, think about your history. What is your family known for, and how can you prove yourself to be a master of these skills? Do you have ancestors in the Undying Court, and if so, what’s your relationship with them? Do you find dealing with the short-lived races to be a challenge, or are you patient with them?
Ability Score Increase
Your Intelligence score increases by 1.
Aereni Elf
An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
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.
Aereni Wood Elf
Elven culture began on the distant continent of Xen’drik. Tens of thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive to perfect the techniques of their ancestors. With centuries to devote to their studies, the elves are masters of their chosen crafts; at the same time, their society has changed very little over the last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people are too mired in the past, and need to find a way forward?
Aerenal is ruled by the Undying Court, a council of undead elves sustained by positive energy. The Undying Court wields godlike power and has protected your island home for thousands of years. The greatest heroes of your people join the Undying Court after death; if you achieve great things in your life, you too could achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to leave your island and wander the world? Are you in search of a power that could earn you your place in the Undying Court? Have you been given a quest by one of your own deathless ancestors? Or are you an exile, banished from your homeland for some crime against the Undying Court?
As one of the Aereni, think about your history. What is your family known for, and how can you prove yourself to be a master of these skills? Do you have ancestors in the Undying Court, and if so, what’s your relationship with them? Do you find dealing with the short-lived races to be a challenge, or are you patient with them?
Ability Score Increase
Your Wisdom score increases by 1.
Aereni Elf
An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
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.

Avariel Elf (UA)
This Is Playtest Content
The material in Unearthed Arcana is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your D&D campaign but not refined by final game design. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events.
The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.
Flight
You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Languages
You can speak, read, and write Auran.
.
Drow
Descended from an earlier subrace of dark-skinned elves, the drow 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.
Were it not for one renowned exception, the race of drow would be universally reviled. To most, they are a 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, Drizzt Do'Urden, ranger of the North, has proven his quality as a good-hearted defender of the weak and innocent. Rejecting his heritage and adrift in a 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.
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 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. 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, shortswords, and hand crossbows.
Eladrin Elf
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:
Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
Summer is the season of boldness and aggression, a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.
When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.
| Autumn | |
|---|---|
| d4 | Autumn Personality Trait |
| 1 | If someone is in need, you never withhold aid. |
| 2 | You share what you have, with little regard to your own needs. |
| 3 | There are no simple meals, only lavish feasts. |
| 4 | You stock up on fine food and drink. You hate going without such comforts. |
| d4 | Autumn Flaw |
| 1 | You trust others without thought. |
| 2 | You give to the point that you leave yourself without necessary supplies. |
| 3 | Everyone is your friend, or a potential friend. |
| 4 | You spend excessively on creature comforts. |
| Winter | |
|---|---|
| d4 | Winter Personality Trait |
| 1 | The worst case is most likely to occur. |
| 2 | You preserve what you have. Better to be hungry today and have food for tomorrow. |
| 3 | Life is full of dangers, but you are ready for them. |
| 4 | A penny spent is a penny lost forever. |
| d4 | Winter Flaw |
| 1 | Everything dies eventually. Why bother building anything that is supposedly meant to last? |
| 2 | Nothing matters to you, and you allow others to guide your actions. |
| 3 | Your needs come first. In winter, all must watch out for themselves. |
| 4 | You speak only to point out the flaws in others’ plans. |
| Spring | |
|---|---|
| d4 | Spring Personality Trait |
| 1 | Every day is the greatest day of your life. |
| 2 | You do everything with enthusiasm, even the most mundane chores. |
| 3 | You love music and song. You supply a tune yourself if no one else can. |
| 4 | You can’t stay still. |
| d4 | Spring Flaw |
| 1 | You overdrink. |
| 2 | Toil is for drudges. Yours should be a life of leisure. |
| 3 | A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
| 4 | Anything worth doing is worth doing again and again. |
| Summer | |
|---|---|
| d4 | Summer Personality Trait |
| 1 | You believe that direct confrontation is the best way to solve problems. |
| 2 | Overwhelming force can solve almost anything. The tougher the problem, the more force you apply. |
| 3 | You stand tall and strong so that others can lean on you. |
| 4 | You maintain an intimidating front. Better to prevent fights with a show of force than to harm others. |
| d4 | Summer Flaw |
| 1 | You are stubborn. Let others change. |
| 2 | The best option is one that is swift, unexpected, and overwhelming. |
| 3 | Punch first. Talk later. |
| 4 | Your fury can carry you through anything. |
Ability Score Increase
Your Charisma score increases by 1.
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. The effects are as follows:
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).
Keen Senses
You have proficiency in the Perception skill.
Grugach Elf (UA)
The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.
The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At he same time, they harbor little ambition beyond a peaceful coexistence with nature.
If anyone is foolish enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every corpse of trees becomes a sniper's nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snare designed to kill rather than capture. The grugach fight to the death to preserve their realms.
Ability Score Increases
Your Strength score increases by 1.
Grugach Weapon Training
You have proficiency with the spear, shortbow, longbow, and net.
Cantrip
You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
Languages
Unlike other elves, you don't speak, read, or write Common. You instead speak, read, and write Sylvan.
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 Dragonlance, 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 Dragonlance, 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 Faerûn (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 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 choice.
Pallid Elf
The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.
Ability Score Increase
your Wisdom score increases by 1.
Incisive Sense
You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
Blessing of the Moon Weaver
You know the light cantrip. When you reach 3rd level, you can cast the sleep 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 the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Sea Elf
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.
The sea elves face as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin's ferocious territoriality. They simply won't abide any other intelligent society, and they consider the entire sea to be their domain
Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah, the sahuagin still wouldn't be able to get along with them-in the grip of a blood frenzy, sahuagin will tear apart even others of their own kind!
Ability Score Increase
Your Constitution score increases by 1.
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.
Friend of the Sea
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Keen Senses
You have proficiency in the Perception skill.
Languages
You can speak, read, and write Aquan.

Shadar-Kai
Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.
The shadar-kai are bound to the Raven Queen, cursed to forever serve her in the Shadowfell. They dwell in places outside the Fortress of Memories, usually too terrified of the place to enter it willingly. In their communities they reenact their old rituals and ceremonies, in a pale imitation of the days when they dwelled in the life and light of their now-lost kingdom.
When shadar-kai are in the Shadowfell, their bodies and faces are old and withered, displaying the full effects of the terrible magic that stripped them of their former elven beauty. To hide their visages, they often wear masks made of metal or wood, but even these coverings are melancholic in appearance. When shadar-kai are sent away from the Shadowfell to do the Raven Queen's bidding, they take on youthful features similar to those of other elves, although their skin remains deathly pale.
Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns them to the Shadowfell, where they are resurrected to serve her yet again. Thus, they consider death to be a temporary condition, and many shadar-kai care little for the physical shell they currently inhabit.
Shadar-kai know that those who come willingly to the Raven Queen's tower are there to beseech her for something, and thus they try to prepare such visitors for what they will face. The queen's servants talk to any inquiring adventurer about the gravity of emotion, how sorrow weighs on the soul as it travels through the Shadowfell, and how best to persevere in the Raven Queen's test.
Follow the Ravens. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their queen, the shadar-kai use their shadow magic. If a tar- get is living, they magically infiltrate the person's mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai capture the whole soul to bring back to the Raven Queen.
Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities of lost souls. Any adventurers who travel to the Nine Hells to procure a vial of this powder will likely draw the attention of the shadar-kai, who will attempt to steal or barter for it. Adventurers might also bring a bit of the sediment as a gift to the Raven Queen. What she would give in return is never known ahead of time, but her boons come in many wondrous forms: the restoration of a lost soul, the rediscovery of a missing memory, or a glimpse into the forgotten knowledge of the ancients.
Ability Score Increase
Your Constitution score increases by 1.
Necrotic Resistance
You have resistance to necrotic damage.
Blessing of the Raven Queen
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 long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Valenar High Elf
Elven culture began on the distant continent of Xen’drik. Tens of thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive to perfect the techniques of their ancestors. With centuries to devote to their studies, the elves are masters of their chosen crafts; at the same time, their society has changed very little over the last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people are too mired in the past, and need to find a way forward?
Your people are dedicated to the arts of war. Millenia ago, your ancestors fought an epic war against mighty giants. When they came to Khorvaire, they battled the champions of the goblin empire. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors formed a bond with you. Now it is your duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you. This is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters instead of serving in a Valenar warband. Are you driven by visions from your patron ancestor? Are you pursuing an epic quest that mirrors their legendary deeds? Do you seek vengeance for the death of a friend or ally? Or have you turned away from your people, either by choice or because of the actions of a rival?
Ability Score Increase
Your Intelligence score increases by 1.
Valenar Elf
A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.
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.
Valenar Wood Elf
Elven culture began on the distant continent of Xen’drik. Tens of thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive to perfect the techniques of their ancestors. With centuries to devote to their studies, the elves are masters of their chosen crafts; at the same time, their society has changed very little over the last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people are too mired in the past, and need to find a way forward?
Your people are dedicated to the arts of war. Millenia ago, your ancestors fought an epic war against mighty giants. When they came to Khorvaire, they battled the champions of the goblin empire. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors formed a bond with you. Now it is your duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you. This is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters instead of serving in a Valenar warband. Are you driven by visions from your patron ancestor? Are you pursuing an epic quest that mirrors their legendary deeds? Do you seek vengeance for the death of a friend or ally? Or have you turned away from your people, either by choice or because of the actions of a rival?
Ability Score Increase
Your Wisdom score increases by 1.
Valenar Elf
A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.
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.
Wood Elf
As a wood elf, you have keen senses and 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 Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, 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 browns and blacks, but it is occasionally blond or copper-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, 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.





