Elf


 * Elf.pngFor Unearthed Arcana options, see /Unearthed Arcana.
 * Elf.pngFor Unearthed Arcana options, see /Unearthed Arcana.

From Player's Handbook, page 21; Dungeon Master's Guide, page 286; Mordenkainen's Tome of Foes, page 61; Mordenkainen Presents: Monsters of the Multiverse, pages 13 and 30-31; Eberron: Rising From the Last War, page 49; Explorer's Guide to Wildemount, pages 163 and 164; Wayfinder's Guide to Eberron, pages 73 and 105; Plane Shift: Kaladesh, page 20; and Plane Shift: Zendikar, page 18.

Traits
(Player's Handbook, page 21)

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.

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.

Subrace. Choose one of several subraces for your character.

High Elf
(Player's Handbook, page 21)

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 choosing.

Wood Elf
(Player's Handbook, page 21)

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.

Drow
(Player's Handbook, page 21)

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Accustomed to life underground, 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and 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.

Eladrin
(Mordenkainen's Tome of Foes, page 61)

Ability Score Increase. Your Charisma score increases by 1.

Fey Step. Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season. 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).

Eladrin, Dungeon Master's Guide
(Dungeon Master's Guide, page 286)

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fey Step. You can cast the Misty Step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

Sea Elf
(Mordenkainen's Tome of Foes, page 61; and Explorer's Guide to Wildemount, page 164)

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.

Extra Language. You can speak, read, and write Aquan.

Shadar-kai
(Mordenkainen's Tome of Foes, page 61)

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.

Aereni (High)
(Wayfinder's Guide to Eberron, pages 73)

Ability Score Increase. Your Intelligence score increases by 1.

Aereni Proficiency. 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 choosing.

Aereni (Wood)
(Wayfinder's Guide to Eberron, pages 73)

Ability Score Increase. Your Wisdom score increases by 1.

Aereni Proficiency. 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.

Valenar (High)
(Wayfinder's Guide to Eberron, pages 73)

Ability Score Increase. Your Intelligence score increases by 1.

Valenar Proficiency. A Valenar elf gains proficiency with the scimitar, double-bladed 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 choosing.

Valenar (Wood)
(Wayfinder's Guide to Eberron, pages 73)

Ability Score Increase. Your Wisdom score increases by 1.

Valenar Proficiency. A Valenar elf gains proficiency with the scimitar, double-bladed 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.

Mark of Shadow
(Eberron: Rising from the Last War, page 49)

Ability Score Increase. Your Charisma Score increases by 1.

Cunning Intuition. When you make a Performance or Stealth check, you can roll a d4 and add the number rolled to the ability check

Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.

Mark of Shadow, Wayfinder's Guide to Eberron
(Wayfinder's Guide to Eberron, page 105)

Ability Score Increase. Your Charisma Score increases by 1.

Natural Talent. You gain proficiency with one musical instrument or the Performance skill.

Gift of the Shadows. When you make a Performance or Stealth check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Shape Shadows. You know the Minor Illusion cantrip. Charisma is your spellcasting ability for this trait.

Slip into Shadows. You can use the Hide action as a bonus action, even if you have no cover or if you're under observation. Regardless of whether you succeed or fail, once you use this ability, you can't use it again until you finish a short or long rest.

Pallid Elf
(Explorer's Guide to Wildemount, page 163)

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.

Plane Shift: Kaladesh
(Plane Shift: Kaladesh, page 20)

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

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.

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.

Subrace. Choose one of two subraces for your character.

Bishatar and Tirahar
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.

Vahadar
Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choosing.

Plane Shift: Zendikar
(Plane Shift: Zendikar, page 18)

Ability Score Increase. Your Wisdom 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.

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.

Languages. You can speak, read, and write Common and Elvish.

Subrace. Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.

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

Skill Versatility. You gain proficiency in any combination of two skills or tools of your choice.

Joraga
Ability Score Increase. Your Dexterity 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.

Mul Daya
Ability Score Increase. Your Strength score increases by 1.

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

Sunlight Sensitivity. You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mul Daya Magic. You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Hex 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 also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.