Elf

Having lost much in the Sundering: the imperial line of Malanh, alongside their once mother city. The elven people endured. As so many an elven prophet had foretold, the Sisters of the Travail did not fail in their promise, returning to the world the elves thought lost. Though, the plane of the Faeweald had changed the elvenkin same as the prime had shaped the dark elves. The spire elves once lived in arcanic dominions within the Gem Spires and Faemark, having returned shaped by their crystalline kingdoms. The weald elves inhabited the Green Reach and the Faemark as peerless stalkers in nomadic clans, though now returned becoming rulers of the forest realms. The elves returned from the Faeweald recall the destruction wrought by the dragons over 20,000 years before, but all that have returned did not feel nor recall the passage of their time in the Faeweald, though having manifested change from their time there.

The return of the lost elves have driven the elven people to take on expansion into domains long lost to them. With the Sundering the elves were able to seize the Faemark as the city of Malanh Ven had long harbored the secret of the lost elves return. So too have the elves taken territories in the Gem Spires and the Green Reach, though the dark elves still hold strong to their empire in the Depths. Now Yhs Endarus in the mountains above the Spore Hollows the dark elves make a new militaristic capital overseeing the new ports built due to the Sundering’s joining of the Plaguelake and the Elder Deeps. The Scion of Annihilation turning to dust the mountains, cutting a swath of destruction across thousands of miles. The consummation of the plague relic by the Scions spared the furthering of the Plaguelake’s corruption, though the waters still prove dangerous.

Upon the Arkyme Council is seated Almveshar Ovris Moralg, a cunning once operative of Olmavixa’s Stand that has long been rumored by her exploitation of Arkyme’s secrets, she gained her position. The expansion of elven power has made them a dominant humanoid force in the world both north and south, and has given rise to considerable political tension amongst the other peoples of the world. Yet, with the elven people now restored, they excel all the more in the endeavors their long lives afford them. No longer a people beholden to loss. They seek to gain all that the world had meant for them.

Elf Traits

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma by 1.

Age. Elves arrive at adulthood at the same rate as humans, but are seen as youth until the age of 100 and can live through to 750 years.

Alignment. The ethos of the elves is that of survival and power ascendant. With their kin having returned from the Faeweald they are now of a chaotic bent, driven by their passions and emotions whether for good or evil.

Death. Elves pray for their return to the Faeweald upon death, but many of the forces in the world that would claim them cause many elves to seek over their long lives a binding of their soul to the prime, to still serve their people as ancestral spirits.

Size. Lithe and ranging from 5 to over 6 feet in height and their size medium.

Speed. A walking speed of 35 feet

Darkvision. The elves in their darkened forests and subterranean environs have gained the ability to see in dim light up to 60 feet as if the area were lit.

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

Trance. Elves do not need to sleep. Instead, they meditate deeply 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.

Subraces. There are three subraces of elf: Dark Elf, Spire Elf, and Weald Elf.

Dark Elf

Ability Score Increase. Your Constitution score increases by 1.

Greater Darkvision. You are able to see with your darkvision to a range of 90 feet.

Travails. You are proficient in two of the following skills: Arcana, Perception, and Stealth.

Deep Magic. You have the dancing lights cantrip and at 3rd level you are able to cast detect evil and good, regaining this after a long rest or short rest. Upon reaching the 5th level you are able to cast pass without trace, regaining this on a long rest. Charisma is the spellcasting ability.

Martial Caste. You are proficient with two weapons of choice and light armor.

Dark Elf Variant the Voline Elf.

The Voline are the descendants of dark elves that were warped by their contact with an Eldritch artifact within the Depths. An army led by the noble house Voline pushed beyond where any other dare venture, ultimately leading them to ruin. Yet they pledged themselves to serve Malanh still in their corrupted form, and ultimately they became perpetually indentured servants of the elven empire.

Voline will have one Elder Trait taken from the Eldritch Race, replacing the Deep Magic or Martial Caste trait.

Spire Elf

Touched by the harmonic powers of the Gem Spires that was once their home, these elves have become fused with crystalline forms and arcane energy.

Ability Score Increase. Your Intelligence score increases by 1.

Arcanic Anatomy. You can use an action to regain a spell slot equal to your proficiency bonus. Once you use this feature you cannot use it again until a number of days have passed equal to the spell slot gained. Also you are considered to always be holding the material component of a spell so long as it does not have a cost associated with it.

Resonance. You have resistance to force damage and when you take force damage you deal an extra 1d6 force damage on a damage roll you make before the end of your next turn.

Tongue of the Returned. You can speak, read, and write Sylvan and have advantage on Charisma checks made to interact with fey.

Weald Elf

The forests of the Green Reach in their blood, these elves have leaf-like or rooted veins run across their umber-olive skin.

Ability Score Increase. Your Wisdom score increases by 1.

Crown of the Forest. Crowned with antlers of wood, vine, bone, or branch you can use a bonus action to focus to be wreathed in falling leaves heavily obscuring you and granting you half-cover until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier plus your proficiency bonus. You regain expended uses upon completing a long rest.

Hunter's Tutelage. You are proficient in Survival and with simple and martial ranged weapons.

Tongue of the Returned. You can speak, read, and write Sylvan and have advantage on Charisma checks made to interact with fey.