Elf

The Elven races of Velathir are varied but much more confined in the world. Whilst Lower Rivenscrest (known simply as Rivenscrest to the majority) is their ancestral home, they are commonplace within Greater Rivenscrest, Calredia and Khoradunn without much trouble. However, they are largely detested in Savingard and considered to be the product of witchcraft and sinister in being - alternatively Vespar regards elves with a guarded curiosity, but most elves either enter slavery, indentured servitude to wealthier households, or test subjects for the Red Academy.

Features
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.

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 Perception skill.

Languages: You can speak, read, and write Common and Elven.

Choose a variant below.

Dark Elf
Dark Elves were originally the descendants of the Zadara, goddess of darkness and one of the Twin Moons. Whilst originally the product of entropy, many centuries have passed since then, but some kin hold grudges longer than others.

Ability Score Increase: Your Charisma score increases by 1.

Dark Elf Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.

Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.

Blessing of the Dark Moon: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

Eladrin
Eladrin are elves infused with the essence of the Overworld somewhere in their ancestry, they are elves who have inherited the power of their Fey cousins. Eladrin can vary drastically in appearance depending upon their inherited season - Summer, Spring, Autumn, Winter.

Ability Score Increase: Your Charisma score increases by 1.

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. The effects are as follows:

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).

High Elf
High Elves came shortly after the twin moon and dark elf races created by the Twin Moons. High elf magic and swordsmanship is famously known among their cousins and even the other races.

Ability Score Increase: 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.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Extra Language: You can read, speak, and write one additional language of your choice.

Sea (Aquatic) Elf
Sea Elves, or Aquatic Elves, are a race and culture that took their culture to the beauty of the ocean and waves since the earliest days of their creation. Their homes are hidden among the sea, and are a bit of a rarer sight to see on land.

Ability Score Increase: Your Constitution score increases by 1.

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.

Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages: You can speak, read, and write Aquan.

Shadow Elf
Elves that have inherited the essence of the Underworld in their heritage are known as Shadow Elves, at peace in shadows and suppressed in emotion and personality. Shadow Elves are paler and more monochromatic than most elves, typically having dark-grey or darker skin and equally dark hair which distinguishes them somewhat from Dark Elves.

Ability Score Increase: Your Constitution score increases by 1.

Necrotic Resistance: You have resistance to necrotic damage.

Blessing of the Underworld: 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 long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Wood Elf
Wood Elves are typically more nomadic than their cousins, having a talent for hunting, skirmishing and survival - they are perhaps the most attuned to nature among their kin.

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.

Pallid (Moon) Elf
Pallid Elves, or Moon Elves, are the counterparts to the Dark Elves - the age-old descendants of Avalon, the god of light, creation and the other of the Twin Moons. Pallid Elves tend to get along well with their kin for the exception of the Dark Elves, who they can find hard to trust due to their conflicting ancestry.

Ability Score Increase: Your Wisdom score increases by 1.

Incisive Sense: You have advantage on Investigation and Insight checks.

Blessing of the Bright Moon: You know the Light cantrip. When you reach 3rd level, you can cast Sleep once, and it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.