
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species Details
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost.
Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.
— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.”
Halflings. “Halflings are people of simple pleasures, and that is not a quality to scorn. They’re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.”
Humans. “All that haste, their ambition and drive to accomplish something before their brief lives pass away—human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
Elf Names
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Subrace
Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of the two subraces presented below or one from another source. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
Elf Traits
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. 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.
Eladrin (Variant)
This version of the eladrin originally appeared in the Dungeon Master's Guide as an example for creating your own subraces.
Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.
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.
High Elf Legacy This doesn't reflect the latest rules and lore. Learn More
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.
The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
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 choice.
Wood Elf Legacy This doesn't reflect the latest rules and lore. Learn More
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
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.
I am a brand new player creating my first character. I want to make a halfling druid who was raised by a commuity of elf druids. I am not very familiar with the different subraces of elves. What subrace is most likely to be druids? What subrace is most likely to take in a foundling baby halfling?
what about the Moon Elf, they are in the Player's Handbook but not on here?? what gives??
Generally, these are questions for your Dungeon Master, since his world might function differently from the base line. However, Wood Elves are usually the most incline to being a druid and/or a ranger, so a Wood Elf community would make the most sense.
Moon and Sun elves are just different cultures of High Elves in Faerun, the official setting for D&D source books and adventure books.
I have always been annoyed when people say elves age very slowly! your 400 year elf does not look like a 7 year old it loks like a 25 year old! they STOP aging after a point and they age at a normal rate up till that point. they are only kisidered adult at age 100 because that is there culture.
AGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Wood elves are the most “Druidic” elves on most settings (although there isn’t much cultural difference between wood and high on most settings).
Moon Elves are a group of high elves.
Eldarin really leaves a lot to be desired, "fey like" fail like why are they so afraid with blink abilities? When they have the monster version litteraly beefed up to no end
Its like seeing the minotaur player race next to the monster minotaur, its just lacking and overall dissapointing
what is Bane faith in a ELF?
Elves are good wizards in my campaign i'm playing the elf saved us
Why are the DMG Eladrin here ?
Looking at this, and just remembering playing 3rd edition, most players would look at an Eladrin's fey step and be like, "Oh, cute, a trash spell that I'll maybe use once because it's adorable."
You can use it once every short rest. In combat, you can either charm 1 or 2 creatures until your party hits them. Which will likely happen within the next round or even the same round. Frighten one creature until the end of your next turn. Yay. Teleport a willing creature instead of you. Or deal a maximum of 5 fire damage to any enemy creatures that are adjacent to you. So you will gain monster's advantage on flanking in order to deal a whopping 5 damage. To creatures that probably have 20 HP minimum on average. Then you must waste actions to disengage unless you're the party tank.
How about a roleplay scenario instead of a combat one? Teleport once. 30 feet. That you can see. So not into second story windows, or potentially even rooftops for scouting. Best part, too, is that in either case, nearly everything has a movement speed of 30 feet. So you teleport away, next round the enemy just moves 30 feet right up to you, and attacks.
They also took away spell resist as a mechanic, and technically damage resist as well. It's now a flat all, half, or none. So Drow as another example lose that, along with poison resist, which makes little sense to their lore as stated. They can keep sunlight sensitivity though, that's fine.
I'm just rather disappointed with how underwhelming everything is in 5e, as otherwise it seems like a rather interesting system. I think it's better than 4e for sure, but I'll probably just go back to 3e.
can a Rouge Eladrin still have their daily mist step spell, or is it just for sorc and wiz?
I don't see why not. Both RAW (Rules as Written) and RAI (Rules as Intended) would say yes. It is a race trait which means you are able to use it regardless of class, because you are that race. Just like how no matter what my class is I can use the High-Elf's free Cantrip.
Sad the Sword Coast sourcebook only mentions half-elves which is putting the cart before the horse since there is no official 5e update of Forgotten Realms' elven subraces from which they hail. I'm going to try and Homebrew em!
It is already in the Players Handbook, 5th edition.
the one comment not talking about dnd you were looking for
I want to get the Mark of Shadows elf subclass but I don’t what I need to purchase.
players handbook has drow as a playable race
I think it’s because they live in the feywild, and because of that they are peaceful maybe?