Elf
Slender and graceful, elves have unearthly, fine features, being hauntingly beautiful creatures of fey-ancestry. Standing slightly shorter than humans, on average from 5 to 6 feet.
Elves can live for over 700 years, giving them broad perspective of events that trouble short-lived races. They find the day-to-day tedium to be amusing, remaining aloof in the face of petty drivel.
Names
Elves are considered children until they declare themselves adults, some time after their hundredth birthday. They have child-names until they make their declaration, where they select their own adult-name.
Often, those who watched the elf grow continue to call them by their child-name. The adult-name being a unique creation by each individual, marginally affected by their family or respected individuals in their life.
Traits
Ability score increase. Any ability of your choice (generally dexterity) of 2.
Age. Although elves reach physical maturity at around the same age as humans, adulthood goes beyond physical growth and encompasses worldly experience. An elf claims adulthood at around age 100, and lives to be on average 750 years of age.
Size. Elves are considered medium sized creatures.
Speed. They have a base walking speed of 30 feet.
Darkvision. Accustomed to life twilit forests, elves have superior vision in the dark and dim.
Keen Senses. You gain proficiency in your choice of the Insight, Perception, or Survival skill.
Fey Ancestry. Inheritable Elves have advantage on saving throws against being charmed, and magic cannot put them to sleep. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. This is called a "trance." This trance gives the same benefit of 8 hours of rest.
Language. You can speak, read, and write Common and Elvish.
Subraces
Ancient divides among the elven people result in many subraces of elves. These subraces have the main set of elf traits along with those listed for each.
High Elves
High elves have innately keen minds and mastery of basic magic.
Ability score increase. Any other ability of your choice (generally intelligence) of 1.
Elven Weapon Training. You have proficiency with longswords, short-swords, longbows, and short-bows.
Innate Magical Attunement. You know one cantrip from the wizard spell list. At 3rd level, you can cast Detect Magic, once per long rest. At 5th level, you can cast Misty Step, once per long rest.
Wood Elves
Wood elves have keen senses and intuition. Their fleet feet carry them stealthily through their forests.
Ability score increase. Any other ability of your choice (generally wisdom) of 1.
Elven Weapon Training. You have proficiency with longswords, short-swords, longbows, and short-bows.
Fleet of Foot Your base walking speed is increased to 35 feet.
Wild Attunement. You can attempt hide even when you are only slightly obscured by any natural phenomena. At 3rd level, you can cast Longstrider on yourself, once per long rest. At 5th level, you can cast Pass Without Trace, once per long rest.
Sea Elves
Sea elves fell in love with the wild beauty of the ocean.
Ability score increase. Any other ability of your choice (generally constitution) of 1.
Sea Weapon Training. You have proficiency with spears, tridents, light crossbows, and nets.
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Using gestures and sounds, you can communicate simple ideas with any beast of the water. At 3rd level, you learn the Shape Water cantrip.
Drow: Elves of the Underdark
The drow built their civilizations in the depths of the Underdark.
Ability score increase. Any other ability of your choice (generally charisma) of 1.
Tongue of the Underdark. They can speak, read, and write, Undercommon.
Drow Magic. You know the Dancing Lights cantrip. At 3rd level, you can cast Faerie Fire, once per long rest. At 5th level, you can cast Darkness, once per long rest.
Drow Weapon Training. You have proficiency with rapiers, short-swords, and hand crossbows.
Eladrin: Elves of the Feywilds
Eladrin remained in their home realm of the fey. An eladrin associates with one of the four seasons, which affects their appearance.
Ability score increase. Any other ability of your choice (generally charisma) of 1.
Tongue of the Fey. They can speak, read, and write Sylvan.
Elven Weapon Training. You have proficiency with longswords, short-swords, longbows, and short-bows.
Child of Seasons. Once after a long rest, you can change which season you're associated with.
Fey Step. As a bonus action, you can cast Misty Step. 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 is 8 + proficiency bonus + spell casting modifier.
- Autumn: Up to 2 creatures of your choice, that you can see within 10 feet of you, after you teleport, must succeed a Wisdom saving throw or be charmed by you for 1 minute. Damage from you or your allies end the effect.
- Winter: One creature of your choice that you can see within 5 feet of you, before you teleport, must succeed a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring: You can touch one willing creature, that creature teleports instead of you.
- Summer: Each creature of your choice that you can see within 5 feet of you takes fire damage equal to your spell casting modifier (minimum of 1 damage).