Elves

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. There are many different Elves on Nerakov and among the other planes as well.

Drow:
Drow generally live in the Far Realm: The Deep Core in the city of Sylelmelle, or Weshekar. Humans, Gith, Dwarves, Eladrin, Elves, and Dragonkin are seen as slaves to these elves or lesser beings due to the attrocities done to them by the Scalect Dominion/ Ouros Dynasty.


 * Superior Darkvision: Accustomed to the depths of the Deep core, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
 * Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
 * Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
 * Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.

High:
the most elaborate or sophisticated beside the Crystal Elves but at least the Crystal elves are not as prude these elves live in the Sylvan Empire/ Nerakov Fae-wilds


 * 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.
 * High 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 choosing.

Shadar-kai:
these elves roam the Shadowfell but enjoy travelling across Nerakov


 * 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.
 * Necrotic Resistance. You have resistance to necrotic damage.
 * Shadar-kai Weapon Training: You have proficiency in three weapons of your choice.
 * Natural Spy. You are highly able at deceiving others. You are proficient in the Deception skill and you have advantage on Charisma (Deception) checks when dealing with elves.

Sea:
These elves are ones whom travel in the Tri Craig Carribian or are sea fairers or Pirates


 * 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.
 * Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
 * Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. You can speak, read, and write Aquan.
 * Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Wood:
These elves wander the forests of the Nerakov Faewilds and in the Wildlands some do live in the Argus isles but they aren't that rare of a sight


 * 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.
 * 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.

Death:
the name may confuse most mortals as they are more Ashen Elves than Death elves they come from the Ashlands and are generally soft spoken monotoned but they are seen as symbols of death and generally asked to perform rituals of passing


 * Ashlands Instinct: While you are in darkness, you have advantage on Dexterity (Stealth) checks.
 * Ashen Magic: You know the Windlash cantrip. When you reach 3rd level, you can cast the Cloak of Shadow spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast Ashen Memories spell once with this trait and regain the ability to do so when you finish a long rest. You do not need the material components required of the spells. Charisma is your spellcasting ability for these spells.
 * Aura of Calmness: Allies and friends 10 ft around you get the calmness effect and are resistance to the Charms or Tricks of the mind
 * 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.

Eladrin:
Eladrin are Native to the Scalect Dominion under the Twin Queens of the Elven City


 * 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.
 * Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. 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 equals 8 + your proficiency bonus + your Charisma modifier:
 * Autumn Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
 * Winter When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
 * Spring When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
 * Summer Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Crystal:
These elves are said to be extinct from the Crystal war Calamity they do hide amongst others as well as hide within the Anira city if it still exists


 * Crystalline Darkvision: You can see in dim light and darkness out to a radius of 60 feet as though it was bright light.
 * Crystalline Senses: You have an advantage on Wisdom (Perception) checks when you are in darkness.
 * Crystal Rod Insert: choose one of the Following inserts:
 * Silver: Your base walking speed increases to 40 feet.
 * Golden: you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 * Emerald: You gain resistance to disease and poison.
 * Platinum: You gain +1 to your AC
 * Diamond: You gain the ability to Glide/Hover 10 ft then at level 5 it increases to 15 ft, Finally at level 10 you have mastered your abilities and can fly 30 ft
 * Ruby: You gain Resistance to Fire and the ability to walk on Lava
 * Sapphire: You gain the ability to breathe underwater. and have a swim speed equal to your walking
 * Quartz: Once per day, you can use invisibility on self for 2 rounds. The spell recharges after a long rest.
 * Crystal Empire Training: You gain Expertise in 3 Exotic Weapons from the Crystal Empire

Scorched:
These elves are nomadic tribals in the Scorched Barrens inmist the tribal conflict of the Scalekin and the Dragonkin tribes


 * Barren Survivalist. You have proficiency in the Survival skill. and Resistance to Heat ( You have advantage on saving throws against exhaustion.)
 * Sand Digger: You have a burrow speed of 10 feet.
 * Tribal Weapon Training: You have Proficiency with Spears, Shortbows, Longbows, and Scimitars
 * Mask of the Sands. You can attempt to hide even when you are only lightly obscured by Dust Storms, heat waves, Mirages.