According to Elf historians, long ago, the gods created the elves as stewards of the Feywild, guardians tasked with preserving the wild beauty, magic, and balance of that realm. The elves were given long lives, grace, and a deep connection to magic so they could watch over the Feywild and keep it in balance.
But as time passed, some elves became curious about other worlds. They crossed into the Material Plane, leaving behind their old home to explore, learn, and build new lives. Over the centuries, these elves changed, adapting to their new homes. Some stayed close to nature, while others built great cities or moved into the depths of the earth.
Elves are known for their artistry, their skill in both magic and blade, and their deep connection to the natural and supernatural forces of the world. Whether as scholars in ivory towers, hunters beneath emerald canopies, or shadowed figures in the depths of the Underland, elves carry the blessings and burdens of their ancient heritage.
- 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.
- 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 Insight, Perception, or Survival skill.
- Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from below. You gain the level 1 benefit of that lineage, and when you reach character levels 3 and 5, you learn new abilities, and a higher-level spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
High Elf
When the elves arrived in the Material Plane, some were drawn to the growing cities of humans and other races. They settled in these places, bringing their love of magic, learning, and art. Over time, these elves became known as high elves.
As they built towers and libraries, they found themselves growing closer to Callius, the god of Prosperity and Knowledge. His blessing sharpened their minds and strengthened their magic, guiding them to become scholars, inventors, advisors, and politicians. Their crowning achievement is Ethernis, a legendary flying city said to drift among the clouds, powered by ancient magics and hidden engines. There, high elves govern through councils of mages and philosophers, gazing down at the world below with a mix of wonder and watchful caution.
Some high elves believe they are better than other races because of their long history and knowledge, but most live peacefully alongside others and are happy to share their wisdom.
- Elven Lineage Cantrip. You know one cantrip of your choice from the Wizard spell list. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
- Innate knowledge. You gain proficiency in one skill and one tool of your choice.
3rd level
- Elven Lineage Spell. You learn one 1st-level spell of your choice from the wizard spell list.
5th level
- Elven Lineage Spell. You learn one 2nd-level spell of your choice from the wizard spell list.
- Knowledge of Callius. Choose one of your proficiencies to gain Expertise with, meaning your proficiency bonus is doubled for any ability check you make with it.

Wood Elf
Many elves felt more at home in the deep forests, far from the noise of cities. These wood elves live close to nature, protecting the wild places of the world. Their connection to the Feywild is still strong, and they value freedom and the spirit of the land. Their hearts were drawn to Alenya, the goddess of Nature, whose blessing filled them with the strength and patience of the forest.
Wary of outsiders, wood elves guard their forest kingdom fiercely. While they distrust humans - whose short lives and restless expansion threaten nature – they often befriend outcasts and unusual folk: felkin, tieflings, goblins, and other races marginalized by human society.
To outsiders, a wood elf may seem aloof or cryptic, but among their kin, they are joyful, communal, and deeply spiritual. They are skilled hunters, trackers, and scouts, and their magic comes from Alenya’s presence, and the natural world around them.
- Wood Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Fleet of Foot. Your base walking speed increases to 35 feet, and you have a climbing speed equal to your walking speed.
- Elven Lineage Cantrip. You know the Druidcraft cantrip.
3rd level
- Elven Lineage Spell. You learn the Longstrider spell.
5th level
- Elven Lineage Spell. You learn the Pass Without Trace spell.
- Boon of Alenya. You can attempt to hide even when you are only lightly obscured by natural phenomena. Additionally, when you make a Dexterity (Stealth) check in natural environments (forests, jungles, swamps, etc.), you can do so with advantage.

Dark Elf
Some elves ventured even further in the Material Plane, and found home in the Underland. These elves became the dark elves, known to most as drow. They came under the eye of Thyris, the god of Trickery and Death, whose blessing gave them cunning, ambition, and a talent for secrets. With this power, the drow built their own kingdom here, second in power only to the Ithari, who rule over the Underland.
The drow wield influence through a sprawling, mafia-like network of alliances, debts, and shady deals, touching nearly every corner of Underland society. To be born drow is not to be born a criminal – but few escape the web of politics, favors, and vendettas that binds their world.
Drow can be found in many parts of the Underland, working as merchants, thieves, soldiers, or spies. Some drow dream of life beyond the dark, choosing to travel to the surface for adventure or a truly free life. But wherever they go, the whispers of their heritage follow.
- Darkvision. You have Darkvision with a range of 120 feet.
- 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.
- Elven Lineage Cantrip. You know the Dancing Lights cantrip.
- Blessing of Thyris. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
3rd level
- Elven Lineage Spell. You learn the Faerie Fire spell.
5th level
- Elven Lineage Spell. You learn the Darkness spell.
- Thyris’ Protection. When you teleport using the Blessing of Thyris trait, you gain resistance to one damage type of your choice until the start of your next turn. During that time, you appear ghostly and translucent.

Eladrin
Some elves never left their first home. These are the Eladrin, who stayed in the Feywild and kept their strong bond to its magic. The Eladrin are the most like the elves of old – graceful, mysterious, and deeply magical.
Eladrin sometimes visit the Material Plane, but their hearts and spirits still belong to the Feywild. They are a reminder of the elves’ original purpose, and of the powerful magic that still flows through their blood.
Eladrin is currently not a playable race.
Art Credits
- Galadriel, Elven-Queen - mtgpics.com - Axel Sauerwald
- Leovold, Emissary of Trest - mtgpics.com - Magali Villeneuve
- Halsin, Emerald Archdruid - mtgpics.com - Slawomir Maniak
- Yenna, Redtooth Regent - mtgpics.com - Justyna Dura
- Trelasarra, Moon Dancer - mtgpics.com - Kieran Yanner
- Baeloth Barrityl, Entertainer - mtgpics.com - Joshua Raphael