Elves

BEAUTY BEYOND REALITY
''The graceful movements of the Elven ranger seemed to baffle and amaze even his enemies. The Orcs that had come to attack him held their weapons weakly, lazily, entranced by his dance-like battle maneuvers. By the time there was only one Orc left, his jaw was dropped and his eyes were both focused on the Elf. Before he snapped back to reality and grabbed his spiked club, an arrow struck him through the eye.''

Biology
The anatomy of the fey-descendant elves is nearly identical to humans save for their amazing metabolism and regenerative abilities. This causes elves to be unable to scar unless a weapon made of black iron cuts them, as well as to always have thin, lithe bodies as they are practically wholly unable to gain substantial amounts of fat. Black iron causes them either tingly sensations on touch or extreme pain on injury due to their fey ancestry. A group of Elves is called a drove.

Culture
The culture of the elves greatly depends on their supreme drove. Of the droves listed, some are classified as High Elf subrace, Wood Elf subrace, Sea Elf subrace, and Drow subrace. Text is also hosted here.

Statistics
• 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 towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. 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.

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

• Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

• Keen Senses. You have proficiency in the Perception skill.

• Languages. You can speak, read, and write Common and Elven.

• Subrace. Choose a subrace below:

Dark Elf

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

• Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

• Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

• Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.

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

High Elf

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

• Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

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

• Extra Language. You can read, speak, and write one additional language of your choice.

Sea Elf

• 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.

• Languages. You can speak, read, and write Aquan.

Wood Elf

• 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.