Elves, one of the older races, widely reside within their kingdom of Thrandir, one of the Seven. The Elves along with the Gnomes were responsible for creating the War-Forged and turning the tide of the war. The kingdoms were brought to heel after the War of the Red Son by the Elven Prince Vandor, now High King of the Seven. Elves widely reside within the ground as subterranean builders and miners, spindly and pale from the lack of sunlight and with a highly developed sense of hearing. For a player they can choose Elves as a playable race using the stats below:


Ability Score Adjustment: 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 claim s 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 the underground mines, 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.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Elf Weapon Training: You have proficiency with the light hammer, warhammer, short sword, and heavy crossbow.
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.
Subrace: Ancient divides among the elven people resulted in three main subraces:

Moon Elves The higher caste of Under Elves, Moon Elves largely represent on a political scale, elves to the realm at large. High King Vandor comes from this Subrace.
Ability Score Adjustment: 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.
Extra Language: You can speak, read, and write one extra language of your choice.

Under Elves Under Elves are talented craftsmen with small, precise fingers, masters of prosthetic technology, with it being all too easy to lose a limb in machinery, or a cave in.
Ability Score Adjustment: Your Wisdom score increases by 1.
Fleet of Foot: Your base walking speed increases to 35 feet.
Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Eladrin Eladrin, a secluded sect of Elves, have a strong tie to the First world and Fae Realm they do not consider themselves a part of the Seven Kingdoms.
Ability Score Adjustment: Your Charisma score increases by 1.
Fey Step: You can cast the spell misty step once using this trait. You regain the ability to do so after you finish a short or long rest.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.


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