D&D 5E [Homebrew] Elf

Yaarel

He Mage
[sblock=Elf]
Elves are a race born of magic. Magical energies that course thru the multiverse, gain consciousness in the spirit realm, in the Feywild, to emerge as the Elf. These spirits of fate live by magic, enjoy the fun and pleasure of magic, and seek out more magical skills and power.

Elves evolve by means of magic. Typically, elven parents who choose to give birth undergo a ritual to alter their child at birth, to further some strategic magic. The child of their child can inherit these traits as well. Sometimes the birth itself is natural and sometimes it is magical − such as mixing multiple parents to produce a single child, gestating in a ‘nest’, bringing a statue to life, or so on. The magical ritual that shapes the development of the elf child can be reversed as the elf child grows older, but this rarely happens. As an Elf family enters into a new environment, the group decides together how to use magic to willfully adapt to it.

Elves exhibit extreme diversity, as one family transfigures in ways that differ dramatically from an other family. Some families have immigrated from the spirit realm into the physical realm, clothing themselves in a material body, to live alongside humans.

Every elf adopts four levels of identity: individual, family, community, and culture.

Each elf is an individual with unique goals and achievements.

An elf is also a member of a family, sometimes called a ‘house’. The elf furthers the specific magical ambitions of that family. It is the pursuit of magic that keeps an elven family together. With a lifespan that passes thru centuries, the elven family normally includes the ancestors who founded it, living together with the generations and generations of their descendants. A family also includes lovers and others who are adopted into the family. Some family members might choose independence to found a new family with a new magical ambition.

A elven community comprises an alliance of families, sometimes called a ‘troop’. They might be the inhabitants of a city of splendor, a remote tree town, or a nomadic caravan. Its government is a ‘court’, comprising the heads of each family. The court of an elven community might be isolationist or might form alliances with courts of other communities, to institute a ‘royal court’ that includes the representatives from many communities. Elven courts are always a magocracy, where elves choose suitable representatives from among their most powerful wielders of magic. The presider of a great court often enjoys revered titles such as Songster or High Wizard, or honorary royal titles such as King or Queen. All courts assemble during annual sacred revelries, and during emergencies.

A culture comprises all of the communities who share similar customs and sensibilities. Sometimes a culture is called a ‘subrace’, but any physical distinctiveness results from the magical traditions and innovations. Different cultures cultivate different forms of magic. Examples. The ‘High Culture’ of the High Elf strives to master the arcane arts for physical combat, and reveres the Bladesinger whose wizardry forms a sword, and the Eldritch Knight whose spells enhance military prowess. The ‘Wood Culture’ of the Wood Elf strives to guard the animistic relationships among forest life, and reveres Druids and Rangers.

The identity of an elf is all four levels: an individual person, a family with a magical ambition, a community of families building a life together, and a wider culture of magical customs. An elf is never one without the other three.[/sblock]

Elf Traits.
Elves are magical energies becoming conscious beings. Some have materialized into the physical life of a body. Elven cultures evolve by choice by means of magic, and diverge as they pursue differing forms of magic.
Ability Score Increase. One ability score of your choice increases by +2. Even within the same elven culture, individuals can vary significantly. Some are superhumanly charming, some superhumanly knowledgeable, some superhumanly strong, and so on.
Choose Three Traits. Choose three traits from your elven culture. Note. Refer to the list of cultures below. The campaign setting determines which cultures are present. Your DM may create a new culture or modify a listed culture for the setting. You must meet the minimum scores that are typical for your culture. If your family includes members from more than one elven culture, consult with your DM to choose traits from more than one elven culture.
Choose Five Proficiencies. Choose five proficiencies from your elven culture. Typically, one of these choices is to become proficient with the Common language that humans speak.
Primary Language. You speak the language of your elven culture. Normally, this is Elven, but some cultures speak Sylvan or Common.
Age. Elves mature at the same rate as humans, and reach adulthood about age twenty. Elves remain eternally youthful adults. Fey elves are immortal spirits, native to the plane of Feywild. Those elves who immigrated to the material plane, thus clothed themselves in physical bodies, also took on mortality, albeit they can live over a millennium.
Size. The height of elves is about the same as humans, but can be shorter or taller.
Speed. Typically walking speed is 30.



[sblock=Sun Culture]
The Sun Elf cultivate lives of majesty and contemplation. Their artists master technical skill to manifest reveries of wonder. Their scholars of magic are peerless and illuminate the deepest mysteries of the multiverse. They are magic, and yearn to be one with all magic. Sun esthetics value impressive breathtaking forms that are simple in elegance, yet integrate places of subtle intricacy. The songs are solumn and meditative, while transmitting details of collective memories and magical intuitions.

To human eyes, the elves of the Sun tend to be stunningly goodlooking, heightened by stylish clothing and luxury. The mind-altering beauty often radiates, literally, with a numinous glow. Their sexuality is calm and dignifying, albeit intimate moments employ magic to explore and experiment.

Among friends, the elves are affectionate, often in the arm of the other. They speak with grace of wit and charm, warm and at ease while studying, teaching, and loving to discover and enjoy.

The Sun culture celebrates their drug of choice, the sweet complex liqueurs that they perfuse with enchantments. Their use is moderate and always social, often giving a toast with each sip in honor of an interesting point during a discussion. Once a year however, a revelry imposes a sacred duty to drink to oblivion. Truth is no finite thing. Even the highest intelligence cannot put it into words.

The Sun Elf inhabit cities of splendor, hidden from the rest of the multiverse. Originally, internecine wars among elves, motivated the isolationism. Today the policy safeguards their utopias from outside disturbances. Among themselves, they pursue their magics, arts, and sciences. Altho the Sun Elf were among the first Fey Elf to incarnate bodily into the Material Plane in ancient times, their reverence for both past and future sustains a living continuity with the Fey ways of their ancestors. Individuals seldom leave their wonderworking cities, except for expeditions to seek out new knowledge of magic, or to rebuild friendships with the elves of other cultures.

In times of conflict, the Sun Elf disfavor physical combat. If forced to fight, they prefer to wield magic to solve all problems, decisively, quickly and with dispatch.

Sun Culture
Intelligence score minimum 13.

Charisma score minimum 11.
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability. (An other ability score of your choice increases by +1.)
• Comeliness. (You are extremely goodlooking and know your impact; gain Proficiency expertise if your are proficient; cause humanoids in sight 10, disadvantage to saves against your Charm magic.)
• Born of Magic. (See magical auras 30; identify one aura, per round, Intelligence or Charisma Arcana against DC 15 + spell level.)
• Arcane Artisan. (Craft spellcasting focus, DC 20, requiring both Intelligence Arcana and Charisma Performance; when wielding a focus that you crafted, add Intelligence or Charisma to cantrip damage if any.)
• Misty Step. (Teleport 30, in sight, per rest, vanishing briefly into wind and forming out from it.)
• Elven Chain. (Mage Armor, reaction per rest, as stylish mithral chainmail.)
• Telepathy 100. (Communicate with one mind at a time, relating images, emotions, and speaking with any language.)
Choose Five Proficiencies.
• Elfshine. (Your beauty shines. Luminous dim aura 10, flourish, on or off; if on, Friends cantrip; if on, conjure or reshape apparel and hair styles, clean all, action, willing targets in aura.)
• Charm Resilience. (Charmed condition save advantage.)
Tool: Mason, Alchemist, Smith, Calligrapher, Weaver, Brewer (liqueur), or Any.
Skill using Intelligence: Arcana, Perception-Investigation, Medicine, or History.
Skill using Charisma: Arcana, Persuasion-Insight, Intimidation, or Performance.
Other Language: Sylvan, or Common.
Primary Language. Elven.
Alignment. Neutral Good. (You innovate ways to improve life for others. You are independent thinking and community centered.)
Revered Classes. Wizard, Lore Bard, Psion.
[/sblock]
[sblock=Moon Culture]
The Moon Elf are mystical, sociable, carousers. Wanderlust impels them to discover new friendships in new cultures. They crave fun. They are outgoing, honest and good hearted, and trustworthy despite being uncontrollable. Life is a revelry.

Moon Elf magic comes from within. Being Fey spirits clothed in bodily life, they are magic itself. And it is fun to experiment. They explore their own magical impulses to self-discover what they can do. Most pursue arcane arts informally, drawing inspiration from mages around them while innovating new ways to cast spells. A family transmits its arcane heritage by parents passing on their evolving magical nature to their future generations. Humans tend to characterize the Moon Elf as a Sorcerer with a Fey bloodline. But for a Moon Elf, magic is self-expression and personal relationships with the world around them.

The Moon Elf are urban nomads, who travel as families and individuals. The family tends to sojourn in a city for a season then caravan along trade routes to a new city, often forming a circuit, and networking with other Moon Elf families. Many families are merchants, buying in one place to sell to an other. From time to time, individuals break out on their own to pursue personal horizons. They visit old friends along the way, and keep contact magically with their family, to rejoin them later.

The elves of the Moon are polyamorous, sexually adventurous while loyal friends. Eventually one Moon Elf tends to pair bond with an other, while each lacks jealousy about the others friends. Such romantics enjoy the playful seduction as much as the consummation. While themselves beautiful and flirtatious, their attractions gravitate to inner beauty, cherishing individuals who are both fun and sincere. Often a nightly revelry has a couple stepping away for a private moment.

Most half elves descend from the Moon Elf.

Occasionally, a Moon Elf who pair bonds with a Human or an Elf from an other culture might settle down in the community of their mate.

The elves of the Moon are nocturnal. At sundown, they gather friends for a drinking party, and stage entertainments thru the night − spellcasting games, songs, music, gambling. Their songs are fun, simple, and passionate, and literally enchanting. Clothes are casual yet impossibly new and clean, plus accents of simple jewelry and perfume. Among their own kind, the frolic is in the dark, in honor of the moon that bathes their darkvision. Frequently, guests without darkvision are present, so the night shimmers with colorful lights in honor of them. As the twilight of dawn brightens, they look after each other and clean the place before sunup.

The daylight sees these elves withdrawn and industrious. With minimal conversation, they experiment to master magical techniques, paint, weave, make other magical crafts, run various errands, and trance a few hours before the next sundown.

More than one human has teased their Moon Elf friend about their daytime quietude being their ‘hangover’. Actually, the Moon Elf metabolizes alcohol rapidly with no residual side effects. Each mug is a fresh intoxication. They prefer a gentle buzz that allows them to stay functional. Their drug of choice is whatever the drug of choice happens to be in the culture that they are in today.

In times of conflict, the Moon Elf are capable mages and competent with weapons too. Many excel in archery and agile sword fighting. Nevertheless, they prefer stealth to avoid the conflict.

Moon Culture
Charisma score minimum 13
Dexterity score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability. (One other ability score of your choice increases by +1.)
• Comeliness. (You are extremely goodlooking and know your impact; gain Proficiency expertise if you are proficient; cause humanoids in sight 10, disadvantage to saves against your Charm magic.)
• Speed +10.
• Darkvision 60.
• Tolerance. (Calm Emotions, action per rest. End one frightened condition, action per rest.)
• Experimentalism. (Know a spell from any class, and treat it as your caster class; you can swap it while leveling.)
• Elven Chain. (Mage Armor, reaction per rest, as stylish mithral chainmail.)
• Misty Step. (Teleport 30, in sight, bonus per rest, forming briefly into and out from wind.)
• Gift of Tongues. (Understand and be understood by any spoken language.)
Choose Five Proficiencies.
• Trance. (Sleep Immunity; gain long rest from 4 hours light activity, per 24 hours.)
• Charm Resilience. (Charmed condition save advantage.) ... Choose twice: Charm Immunity.
• Any Cantrip. (Use your class casting ability or Charisma.)
• Sending. (Cast per long rest.)
• Elven Sword Fighting Style. (Apply finesse property to any longsword; you can use it as casting focus.)
Weapon: Longbow, Shortbow, or Longsword.
Tool: Navigator, Painter, Gambler, Weaver, Leatherworker, Tinkerer, or Brewer (adventurous).
Skill: Perception-Investigation, Persuasion-Insight, Nature-Survival, Sleight of Hand, or Stealth.
Other Language: Elven, or Any.
Primary Language. Common.
Alignment. Chaotic Good.
Revered Classes. Sorcerer, Bard, Ranger.
[/sblock]
[sblock=High Culture]
High Culture
Dexterity score minimum 13.
Intelligence score minimum 11.
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Darkvision (60).
• Misty Step (teleport 30, in sight, bonus per rest, vanishing briefly into wind and forming out from it).
• Elven Chain (Mage Armor, reaction per rest, appearing as stylish mithral chainmail).
• Elven Accuracy (reroll d20 if your Dexterity/Intelligence attack has advantage).
Choose Five Proficiencies.
• Trance (Sleep Immunity; gain long rest from 4 hours light activity, per 24 hours).
• Wizard Cantrip.
• Elven Sword Fighting Style (apply finesse property to any longsword; can use it as casting focus).
Weapon: Longsword, or Longbow.
Tool: Alchemist, Smith, Weaver, Calligrapher, Brewer (honey mead).
Skill: Arcana, Perception-Investigation, History, Athletics-Acrobatics, Sleight of Hand, or Stealth.
Other Language: Common, Sylvan, or Any.
Primary Language. Elven.
Alignment. Chaotic Good.
Revered Classes. Bladesinger Wizard, Eldritch Knight Fighter, Trickster Rogue.
[/sblock]
[sblock=Fey Culture]
Fey Culture
Charisma score minimum 15

Intelligence score minimum 11
Wisdom score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Faerie (use verbal component alone for any spell and focus; eschew gp cost, per long rest).
• Born of Magic (see magical auras 30; identify one per round, Charisma Arcana against DC 15 + spell level).
• Comeliness. (You are extremely goodlooking and know your impact; gain Proficiency expertise; cause humanoids in sight 10, disadvantage to saves against your Charm magic.)
• Elven Corona (Mage Armor, reaction per rest, appearing as a solar aura, sunlight, bright 30).
• Faze Spell (a spell cast cant affect you, reaction per rest, Charisma Arcana against DC 15 + spell level).
• Magic Resistance Reflex (Dex/Str save advantage against magic).
• Magic Resistance Cunning (Wis/Cha/Int save advantage against magic).
• Magic Resistance Fortitude (Con save advantage against magic).
• Captivation (Charm Person, per long rest, duration 24 hours).
• Misty Step (teleport 30, in sight, bonus per rest, vanishing briefly into wind and forming out from it).
• Telepathy 100 (communicate with one mind at a time, relate images, emotions, speak with any language).
Choose Five Proficiencies.
• Elfshine (Your beauty shines; luminous dim aura 10, flourish, on or off; if on, Friends cantrip; if on, conjure or reshape apparel and hair styles, clean all, action, willing targets in aura).
• Enchanting (after Friends, Charm, or similar effect, your target that you treated well stays friendly to you).
• Charm Resilience (charmed condition save advantage). ... Choose twice: Charm Immunity.
• Radiant Resistance. ... Choose twice: Radiant Immunity.
• Sunbeam (ray of sunlight, per turn, bright line 300, radius 10).
• Guidance (cantrip).
• Gracious Fate (Spare The Dying cantrip, close range 30).
Tool: Weaver, Jeweler, Smith, Brewer (wine), or Any.
Skill Using Charisma: Arcana, Persuasion-Insight, Intimidation, or Performance.
Skill: Any.
Other Language: Sylvan, or Common.
Primary Language. Elven.
Revered Classes. Bard, any magical class.
[/sblock]
[sblock=Wood Culture]
Wood Culture
Dexterity score minimum 13.
Wisdom score minimum 13.
Primary Ability. An ability score of your choices increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Darkvision 60.
• Speed +10.
• Elven Accuracy (reroll d20 when Dexterity or Wisdom attack has advantage).
• Longstrider (per long rest); Pass Without Trace (per long rest).
• Sculpt Trees (reshape living trees in range 10, action per rest, fuse, split, move, sprout, grow, make fruit − trees remain living).
Choose Five Proficiencies.
• Trance (Sleep Immunity; each 24 hours, long rest from 4 hours light activity).
• Charm Resilience (charmed condition save advantage).
• Druid Cantrip.
• Mask of the Wild (in natural terrain, Hide in dim light or in partial obscurement).
• Plant Sight (see lifeforce of living plants, as if dim aura 10, appearing bright in darkvision).
Weapon: Longbow, or Shortbow.
Tool: Herbalist, Woodcarver, Leatherworker, Carpenter, Tinkerer, or Brewer (fruit wine).
Skill: Perception-Investigation, Nature-Survival, Medicine, or Stealth.
Other Language: Common.
Primary Language. Elven.
Revered Classes. Ranger, Druid.
[/sblock]
[sblock=Grugach Culture]
Grugach Culture
Strength score minimum 13

Dexterity score minimum 11
Constitution score minimum 11
Wisdom score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Darkvision 60.
• Beast Mind (telepathy 100 with wild mammal, relate simple images, concept, emotion, or specific sound or smell, but no sentences beyond a word or two, and no discernable writing).
• Animal Friendship (wild mammal only, 100, action).
• Agile (Climb 30; Running Jump 5; prone to stand 5; Athletics-Acrobatics advantage).
Choose Five Proficiencies.
• Druid Cantrip.
Weapon: Spear, or Net.
Tool: Poisoner (sleep), Healer, Thief (pit, snare), Weaver, Woodcarver (stone tools), or Brewer (intoxicating herb).
Skill: Animal Handling, Nature-Survival, Medicine, Athletics-Acrobatics, or Stealth.
Other Language: Elven, or Common.
Primary Language. Sylvan.
Revered Classes. Barbarian, Ranger.
[/sblock]
[sblock=Aquatic Culture]
Aquatic Culture
Charisma score minimum 13
Wisdom score minimum 11
Constitution score minimum 11
Dexterity score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Amphibious (breathe water and air; Swim 30).
• Water Breathing (spell, action per long rest, at Charisma number of targets, duration 24 hours, can dispel from any target as action).
• Darkvision 60.
• Faerie (can use verbal component only for any spell and focus; eschew gp cost, per long rest).
• Captivation (Charm Person, per long rest, duration 24 hours).
• Watery Aura (Mage Armor, reaction per rest, invisible force, but hair and body wet, dripping water, clothing if any is damp).
Choose Five Proficiencies.
• Elfshine (comely; dim aura 10; Friends, cantrip; conjure or reshape apparel and hair styles, clean, action, at willing targets in aura).
• Charm Resilience (charmed condition save advantage). ... Choose twice: Charm Immunity.
• Water Speak (communicate verbally and somatically with beast that have inborn swim speed, relate simple concepts and emotions).
• Orchestral Rapids (Shape Water, cantrip, cube 10, changing direction of flow of water has duration of 1 hour; in moving water current, including from cantrip, music Performance advantage).
Weapon: Trident, Spear, Light Crossbow, or Net.
Tool: Musician, Weaver (reed, seaweed), Leather (shark, eel), or Jeweler (pearl, amber, coral, gold).
• Skill using Charisma: Persuasion-Insight, Performance, Arcana, Animal Handling, or Survival.
Skill: Athletics-Acrobatics.
Other Language: Sylvan, Common, or Aquan.
Primary Language. Elven.
Revered Classes. Bard, Paladin, Sorcerer.
[/sblock]
[sblock=Avariel Culture]
Avariel Culture
Dexterity score minimum 15
Wisdom score minimum 13
Intelligence score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Darkvision 60.
• Wings (reaction Feather Fall; action to gain Fly 60 until your next turn; Level 9, Fly speed 60).
• Eagle Eyes, Owl Eyes (sight Perception advantage).
• Glassteel (to choose this trait, you must be proficient with the tools of Glassblower, Smith, and Alchemist; forge glassteel, making iron, hard, lightweight, and transparent, at cost of steel; proficient with Glassteel Breastplate, light armor, AC 13 + Dexterity upto 5, no interference with flight).
Choose Five Proficiencies.
• Trance (Sleep Immunity; long rest from 4 hours light activity, per 24 hours).
• Charm Resilience (charmed condition save advantage).
Weapon: Longbow, Rapier, or Net.
Tool: Glassblower, Smith, Alchemist, Navigator, Healer, or Brewer (intoxicating tea, negates effects of high altitude).
Skill: Perception-Investigation, Arcana-Religion, Athletics-Acrobatics, or Medicine.
Other Language: Common, Auran, Sylvan, or Any.
Primary Language. Elven.
Revered Classes. Cleric of Philosophy, Monk.
[/sblock]
[sblock=Drow Culture]
Drow Culture
Dexterity score minimum 15
Intelligence score minimum 11
Wisdom score minimum 11
Charisma score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability of your choice increases by +1).
• Superior Darkvision 120; Sunlight Sensitivity (disadvantage if you or your target is in sunlight).
• Darkness (per long rest); Faerie Fire (per long rest).
• Faze Spell (a spell cast cant affect you, reaction per rest, Arcana against DC 15 + spell level).
• Magic Resistance Reflex (Dexterity/Strength save advantage against magic).
• Magic Resistance Cunning (Wisdom/Charisma/Intelligence save advantage against magic).
• Magic Resistance Fortitude (Constitution save advantage against magic).
• Dispel Magic (per long rest).
• Detect Magic (as cantrip).
• Levitation (action per rest, concentration; while levitating, you can use Dexterity for Athletics checks).
Choose Five Proficiencies.
• Ambidexterity (each hand can do a flourish: draw or stow weapon, open door, etcetera).
• Dancing Lights (cantrip).
Armor: Chain Shirt (AC 13 + maximum Dex 3).
Weapon: Handbow, Shortsword, or Rapier.
Tool: Weaver, Poisoner (sleep), Thief, Smith, Jeweler, Mason, Cartographer, or Brewer (hallucenagenic mushroom).
Skill: Arcana, Stealth, Deception, Intimidation, Athletics-Acrobatics, or Sleight of Hand.
Other Language: Drow Silent, Undercommon, Common, or Abyssal.
Primary Language: Elven.
Revered Classes. Trickster Rogue, Warlock; Cleric, Wizard
[/sblock]
[sblock=Shadar Kai Culture]
Shadar Kai Culture
Constitution score minimum 13
Dexterity score minimum 11
Wisdom score minimum 11
Charisma score minimum 11
Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Darkvision 60.
• Ghost Step (teleport 15, in sight, damage resistance until your next turn, bonus per rest).
• Will to Live (death save advantage; if Unconscious, then Incapacitated instead).
Choose Five Proficiencies.
• Trance (Sleep Immunity; long rest from 4 hours light activity, per 24 hours).
• Charm Resilience (charmed condition save advantage).
• Necrotic Resistance. ... Choose twice: Necrotic Immunity.
• Speak With Dead (action).
• Spare The Dying (cantrip).
• Chill Touch (cantrip).
• Thaumaturgy (cantrip).
Skill: Stealth, Intimidation, Perception, or Arcana.
Other Language: Common, or Any.
Primary Language. Elven.
Revered Classes. Shadow Sorcerer, Grave Cleric, Gloomstalker Ranger.
[/sblock]
[sblock=Sith Culture (Scottish Elf)]
The Sith Elf refers to a reallife folkbelief about elves in Scotland. It is separate from the D&D tradition, but is interesting in its own right, and I am curious about how to best stat this folkbelief in D&D.

Eventually, I hope to also include a writeup for the Fairy Elf, namely the reallife English folkbelief in southern England, described extensively in the plays of Shakespeare, and also a writeup for the Alfar Elf, namely the Norse folkbelief in Norway and Iceland, described tantalizingly but sufficiently in the Eddas and Sagas.

The main source of information about the Sith Elf comes from the Scottish Witch Trials in the early modern period, roughly before and after 1700. The records of the interrogations of suspected witches. They document an indigenous shaman-like tradition where the socalled ‘witch’ was part of a wider spiritual tradition that encounters a distinctive kind of nature spirit, sometimes called an ‘Elf’ or a ‘Sith’. Typically, these shamans had a life-transforming encounter with an Elf during a dream. This tradition is clearly cognate with concepts about the incubus, notably the incubus that fathered the bard Merlin in the Authurian Romances, along with related concepts about the nightmare and phantasmagoria among other cultures. The shaman encountered the Sith Elf in an overwhelming dream that is awe inspiring, positive, as well as sexual. Some of these dreams were terrifying, however. The shaman awakens with miraculous powers unlocked, such as the ability to heal, foresee the future, sense the presence of nature spirits, and so on. The spiritual tradition seems sometimes formal with specific well known descriptions and sometimes informal with unique individual experiences. The shaman appears to already posses these powers potentially, but the Elf-encounter helps actualize their use. There is somewhat a sense of innate psychic powers, sotospeak.

The name ‘Sith’ is identical to Irish ‘Sidhe’ and ‘Shee’, as in Banshee. Etymologically, ‘Sidhe’ literally means ‘of the mound’, Síde, from Gaelic ‘fairy mound’, Síd, a conspicuous small hill whose space is in a numinous liminal state that is both below ground and above ground simultaneously. But among the Scottish, the Sith concept merged with the Norse concept of Elf, and disassociates from mounds.

When Scots compared their ‘Elf’ with the English ‘Fairy’, the Scots felt their Elf is likewise a kind of Fairy, perhaps remembering that the word ‘Faierie’ originally means ‘magical’ and referring to any kind of magical being. But the Elf is the size of a fully adult human, unlike the English Fairy that is childlike, child size, and shrinkable. In the same way, angels can shrink to dance on the head of pin. Heh, the Sith Elf never shrinks. Yet it is entirely an immaterial spirit.

The Sith Elf is strictly a spirit, without any matter. It is described as analogous to a shadow that can have a sensible form yet without any substance. But as pure spiritual force, the Elf can manifest into the physical world, similar to the way a ghost can − and is superhumanly strong able to easily throw humans across rooms.

The Sith Elf is also superhumanly goodlooking, supernaturally sexy, charming, provoking allure, awe, and terror, and mentally captivating.

The Scottish Elf personifies magic and teaches magic.

These Elves live in a kingdom as opulent aristocrats, with magical amenadies, including magic-wielding faerie knights who sport shining armor while riding horseback. These fairy horses are animistic spirits inhabiting a spirit world called ‘Fairyland’.

An Elf Queen rules over them. (Note, a male Elf King presides over the Norse Elf, and Shakespeare similarly describes various kingdoms, with different monarchs, some male, some female.) This Elf Queen of the Sith is entirely sovereign. The Scots have a legal formula that says, if this Queen divorces her King, it is she who remains the sovereign monarch, while her ex-husband would lose the royal title. She has multiple lovers, thus many consorts in addition to her King.

In the context of witch trials, the Scottish documents are a bizarre blend of indigenous folkbelief and Christian speculative theology. Essentially, the Christians were forced to admit the Elves were sometimes good, thus contradicting the Christian paradigm of all spirits being either entirely good or entirely evil. At the same time, the shamans themselves believed the Elf could sometimes do evil, thus were distinct from angels, and more like Humans who could sometimes do good and sometimes do evil. The attempt to explain Elves within a Christian worldview resulted in bizarre theories among the Christian clergy. One interesting speculation was a tradition that Elves are angels who declared neutrality during the war between good and evil. However the Elf Queen herself was explained to be a feminine manifestation of the Devil himself, and entirely evil. Meanwhile the rest of the Elves were angels, with some individuals who tended to do good, while others to do evil, but all like humans able to do both. An earlier record from an Anglo-Saxon prayer book, probably from about year 900 in West Mercia in England, mentions an unusual feminine form of the word ælf, spelled in Latin as ‘aelfae’, being one of the names of the ‘satanas’, so there appears to be a known tradition that identifies the Elf Queen as the Devil. Nevertheless, the shamans whose practiced the indigenous tradition and encountered the Elf Queen, explicitly reject the devilish identificaton. So the demonization results from foreign theological speculations. The indigenous worldview sees the Elf Queen as normally good and helpful.

In sum, the realife Scottish folkbelief about the Sith Elf describes a nocturnal nature spirit, who personifies magic, and who inhabits an aristocratic kingdom within a spirit realm, called Fairyland. This spirit realm overlaps distinctive natural terrain features in the physical realm, including forests, rolling hills, and heaths. They seem ghostlike in the sense of having ethical free will, haunting particular locales, and manifesting physically from the spirit world into the material world − yet remaining immaterial. The Elves are superhumanly beautiful and charismatic, but also strong. Usually they do good and are helpful, but sometimes are malevolent. They visit humans nocturnally during wetdreams, and sometimes teach humans how to do magic.


In D&D terms. The Sith culture comprises a knightly kingdom of Elves who inhabit the Feywild, which they sometimes call Fairyland. They exhibit extreme Charisma and Strength. They are always magical, and even their strength and warcraft is made out of magic. So their fairy knights cannot be mundane Fighters. The concepts of ‘unlocking’ innate magic and being a ‘patron’ who teaches magic connote the D&D Warlock class with a Fey patron. Moreover, Warlock includes tropes of witch trials and forbidden lore, which also seems appropriate enough in the context of the Sith. The fairy knights work well as Warlocks with a Blade Pact (but perhaps with better mechanics analogous to the Hexblade in Xanathars Guide). Meanwhile, other Sith have other kinds Fey Warlock pacts. The Elf Queen is especially a Fey patron for Human Warlocks, but other Sith Elves are also patrons. All of the patrons are Sith who reach Epic tier, effectively above level 20.

Probably, the Sith Elf is best understood as Lawful Neutral. While unfair to indigenous Scottish folkbelief, the D&D context might find it interesting if the Elf Queen is a Lawful Evil Devil. In D&D terms this would be something like an Archdevil Succubus. At the same time, living within her Fey empire, would be Sith Elves who are Lawful Neutral, with individuals who can be either Lawful Good, Lawful Neutral, or Lawful Evil. On the other hand, D&D has already been there and done that, with Drow Evil Demon Elf Queen. Personally, I found the Shadar-kai Elf in the 5e Unearthed Arcana who submit to their Raven Queen to already be too similar to the Drow culture. I suppose I am getting bored with evil dominatrix women. But other peoples interests may differ. In any case, the Sith Elf is not purely Good. So Neutral seems more appropriate, in the same way that Humans are Neutral. Meanwhile, the technical legal description about the sovereignty of the Queen, along with general obedience to her and a sense of community obligations, suggests a Lawful society. The Sith Elf is Lawful Neutral, but generally constructive and positive, like the Neutral Human. At the same time individual Sith Elves can be characterized with diverse alignments, perhaps tending toward Lawful.

The Elf Queen as a more constructive example of a woman in a leadership position might be more timely anyway. Movies and shows about Elizabeth 1 (the queen of Shakespeare) and Mary Queen of Scots are useful inspiration for what this Scottish Elf Queen might be like.

For that matter, a Renaissance vibe as opposed to a Medieval vibe also seems appropriate, since much of the reallife accounts are early modern. With caution, Renaissance style fits in Medievalesque D&D.

But the knights are old-school in their chivalry, akin to the knights of King Arthur. So, moreso knightly swords and lessso rapiers. But the Renaissance invention of plate armor works. Heh, popular culture seems comfortable when King Aurthur dons anachronistic plate armor. This works for the Sith knights too, as Warlocks in plate armor. Mechanically, the plate armor synergizes with the high Strength. Flavorfully, I feel an archetypal vibe here with the witch knight, a Warlock in Plate. (Reminds me pop Mordred.)

The witch trials also mention the case of ‘Elf-Shot’, where a spiritual arrow from an Elf inflicts painful muscle spasms and even seizures from a ‘stroke’ (being struck).

A Feywild, Renaissance-style, Lawful Neutral, British imperial courtly, nation of Elf Warlocks − with knightly Warlocks in plate armor on horseback. That is kinda interesting.

Arguably, the Sith Elf associates with psychic powers thus psionics, but the association with the Warlock class is substantial, and distinctive enough.

The Sith can ‘manifest’ like a D&D Ghost can, into the Material plane. Where the Ghost manifests from the Ether into the Material, and visaversa, the Sith can manifest from the Fey (possibly via the Ether). Likewise, the Ghost can normally see across planes, the Sith can too, albeit the Fey-Materal veil. Human Warlocks who have Sith Patrons, can too. I need to think about how to make balanced mechanics to allow player characters to manifest into the Material from the Fey, and into the Fey from the Material. The general idea is what the Ghost can do − including its ‘Incorporeal Movement’ and ‘Ethereal Sight’ features, but in this case with respect to the Fey plane instead of the Ethereal plane (or perhaps in addition to it).

The Sith Elf can also choose the Find Familiar spell as an innate trait, because the Scottish source material mentions the Elf-friend shamans as sometimes having animal ‘familiars’ that have some kind of connection to the Fairyland. In D&D terms, these animals are Fey. The D&D spell Find Familiar seems to represent the folkbelief well enough. Relatedly, this ‘Faerie Beast’ trait also includes the Find Steed spell, for the fairy knight on horseback.



Sith Culture
Charisma score minimum 15
Strength score minimum 13

Primary Ability. An ability score of your choice increases by +2.
Choose Three Traits.
• Other Ability (an other ability score of your choice increases by +1).
• Faerie (can use verbal component only for any spell and focus; eschew gp cost, per long rest).
• Captivation (Charm Person, action per long rest, duration 24 hours).
• Superior Darkvision 120; Sunlight Sensitivity (disadvantage if you or target is in sunlight).
• Nocturnal Visitation (enter dream of sleeper; mind magic, psychic damage, mutually possible).
• Below Earth But Above Earth. (Create demiplane, cube 10, per rest, duration 1 hour. Its door is invisible and must lead into a mound or boulder above ground, or an opening into a cave, or else creates a cube 10 of dusty air and leads into it. From inside the cubic demiplane, the walls appear as the rock or soil, or if dusty air, they appear as translucent dust that allows partially obscured view of the surroundings outside the demiplane. Compare Rope Trick, but it has a door that can open and shut during the duration. You can cast it multiple times during a long rest. When you reach level 9, the door can shut and then open to the overlapping area of either the Feywild or Material plane.)
• Faze Spell (spell cast cant affect you, reaction per rest, Cha Arcana, DC 15 + spell level).
• Magic Resistance Cunning (Wisdom/Charisma/Intelligence save advantage against magic).
• Magic Resistance Reflex (Dexterity/Strength save advantage against magic).
• Magic Resistance Fortitude (Constitution save advantage against magic).
• Faerie Beast. (Know the spells, Find Familiar and Find Steed. You can cast each as a 1-hour ritual, and can treat as part of the spell list of your class. The animal is always a Fey creature.)
Choose Five Proficiencies.
• Elfshine (comely; in dim aura 10; Friends cantrip; conjure or reshape apparel and hair styles, clean, at willing targets in aura).
• Trance. (Sleep Immunity. Gain long rest from 4 hours light activity, per 24 hours.)
• Elfshot. (Cantrip. Your bow shoots imaginary arrows that inflict painful muscle spasms and ‘pins and needles’ as if a limb fell asleep. Charisma attack against AC, 1d8 psychic damage; if a criticle, additionally inflict disadvantage to attacks; if target reduced to 0 hp and fails death saves, instead of death, a seizure inflicts the incapacitated condition indefinitely, until you choose to remove it, action. If you remove it, a stone arrowhead appears nearby the formerly incapacitated target.)
• Gracious Fate. (Spare The Dying cantrip, close range 30.)
• Strength From Beyond (Strength ability check advantage, per rest, duration 1 round).
Armor: Chain. Choose twice: Plate.
Weapon: Longbow, or Longsword.
Skill Using Charisma: Arcana, Persuasion-Insight, Intimidation, or Animal Handling.
Skill: Athletics-Acrobatics.
Other Language: Common, or Sylvan.
Primary Language. Elven.
Revered Classes. Fey Warlock, Ancients Paladin.[/sblock]
 
Last edited:

log in or register to remove this ad

Yaarel

He Mage
Comments.

This thread is mainly a method to catalogue the different kinds of Elf that exist in the D&D tradition, across the editions, in a way that can translate easily into 5e.

The idea is, every Elf culture uses the same simple race mechanic:

• Primary Ability score increases by +2.
• Choose three Elf traits that are relevant to the culture
• Choose five proficiencies of that culture.
• Determine the primary language.

Done. Every kind of elf (and half elf) gets built this way.

The +2 to an ability score of the players choice helps to represent various kinds of elves in the D&D tradition. For example, the 1e Grugach Elf gains +2 Strength, the 3e Sun Elf gains +2 Intelligence, the 4e Wood Elf gains +2 Wisdom, and so on. By allowing the player to simply apply the +2 to whatever ability the player wants, helps approximate any of the particular D&D Elf character concepts.

‘Traits’ are the main features of a certain kind of elf. Some cultures are known for many different traits, such as the Eladrin and the Drow. This method of listing all of the traits that are associated with the culture helps flesh it out more fully. Then the player picking any three of these traits, allows the player to craft a particular elf concept within that culture.

Similarly, ‘proficiencies’ are the minor features. Listing all of the weapons, armors, tools, skills, and languages gives a comprehensive montage for what the culture is about. Again, the player picks the five that make most sense for the particular character concept.
 
Last edited:

Iry

Hero
Seems like this is mocking the fact that Elves have a long list of subraces that let them essentially pick whatever stats and advantages they want.

Which is entirely fair! Hahah.
 

Yaarel

He Mage
Seems like this is mocking the fact that Elves have a long list of subraces that let them essentially pick whatever stats and advantages they want.

Which is entirely fair! Hahah.

Heh, the multiplicity of kinds of elves is an awkward D&D tradition. But it doesnt seem to be going away. Appreciation for the different kinds of elves seems as strong now as it ever was. The truth is, if the race design for elves allowed more customization in the first place, there wouldnt have needed to be so many different kinds of writeups across the editions.

The race design for the Feat Human has the player choose whatever feat the player wants, in order to build a particular Human character concept. Similarly, the race design for the Elf can have the player choose whatever traits the player wants, in order to build a particular Elf character concept.
 

pming

Legend
Hiya!

Ok, I get where you're coming from. I applaud the effort, but something strikes me as...off?...about it? Hear me out on this...

Elves, in D&D, started as a class/race in Basic D&D. As an elf, you could cast spells as a MU and fight as a Fighter. You had good saves, were immune to ghoul paralysis, had infravision, and could detect secret/hidden doors better than others. You also had the highest XP requirement's and were limited to 10th level.

Now, with 1e, race was separate from class. However, the main 'bonuses' for elf didn't much change. Also, 1e had age categories that had adjustments. Elves lived for hundreds if not thousands of years (depending on subrace). 1e AD&D had to 'balance' elves somehow. Ergo, Level Limits (as they were in Basic). And before anyone goes off on how 'stupid' level limits were, I've found that many who think this are thinking of level limits 'backwards'. If you think of EVERY race having level limits and restrictions, then you can think of humans two biggest (and only, really) advantages; they can choose any class and can go to any level. Elves have all their special abilities and whatnot...humans can be any class and reach any level. It's the human's "shtick"...which explains why they are so dominant as the 'core AD&D race'.

Ahem. Anyway...with regards to your elven subrace thing here, you will have to address WHY elves don't rule everything. If they focus, as a race, on learning magic, and each house/clan focuses on one aspect of magic, and they live for thousands of years, and they can reach any level....well...you can see the disconnect.

As [MENTION=6777378]Iry[/MENTION] said, you're pretty much saying "Elves can just pick stuff and come up with why after". You might want to add in some sort of un-changeable reason why elves don't dominate existence. Level limits and class choice did this for 1e (and 2e to a lesser degree). Maybe have a set chance after an elf hits, say, 20th level or 300 years old (whichever comes first), that the elves 'magic life force' is deemed to have completed it's task and is pulled back into the Fey world to be used again. Have it increase every X years or something so that, eventually, the elf's "life force" will be reintegrated to the Fey. I'd go with something like, 10% + (1d6-1)% per year added, cumulative, after hitting 20th or 300. So at 301, the DM rolls 1d6-1 (so, 0 to 5) to the 10% base. Then the player rolls d100. If he/she rolls equal or under, his elf's life force has a few days to prepare his leaving and he then performs some ritual, some swan like boats appear and whisk his 'spirit' back to the Fey.

Anyway, good work overall...it just needs some sort of "balancing factor" to keep elves in check against humans and everything else.

^_^

Paul L. Ming
 

Yaarel

He Mage
Hiya!

Ok, I get where you're coming from. I applaud the effort, but something strikes me as...off?...about it? Hear me out on this...

You might want to add in some sort of un-changeable reason why elves don't dominate existence.

Anyway, good work overall...it just needs some sort of "balancing factor" to keep elves in check against humans and everything else.

The same setting implications that apply to the Elf apply to the Human too. All epic characters can become ‘immortal’, and classes and items offer it before then. It doesnt really matter what the race is. Whatever difficulties apply to the Elf race apply to all player character races. Racial lifespans are mainly for flavor, and players can obviate them easily enough.

Humans too can be immortal superpowers, so in this sense, elves as immortal superpowers are already balanced.

With regard to the Elf, I see their ‘adulthood’ at age 100 as significant. Perhaps it is analogous to the Human becoming an ‘elder’ (a community leader, sage, etcetera) at about age 50. But in the case of the Elf, all the years preceding 100 are considered a time of youthful fun and exploration. In one of my settings I interpret this to mean, at age 100, the ‘adult’ elves leave the playground that is the Material Plane and take residence in the Fey Plane, to take on the ‘adult’ responsibilities there of becoming guardians of the multiverse. Effectively, these elves are archfey, and often members of Fey Elf great courts. Normally, an elf has attained epic levels before this egress.

Also, elven cultures evolve differently. Even tho elves know that they are all elves, and understand the importance of working together, their different experiences shape different worldviews and different value judgments, and it is difficult for elven cultures to fully understand each other. Only trusting what they dont understand allows them to truly work together effectively, benefiting from each others respective cultural strengths while covering each others weaknesses. This takes great effort. The antipathy of the spider Drow culture versus the other elven cultures is an extreme example of this elven cultural disconnect. When cultures do work together as members of Team Elf, then they are powerful. There are various attempts to work together, but rarely does it achieve its full potential.
 
Last edited:

Yaarel

He Mage
In the first post, I added narrative descriptions for the Sun and Moon Cultures. I hope to provide one for every Elf Culture.

Sexuality is a central aspect of folk beliefs about elves, so I try to convey the attitudes of each culture about it.

Also, alcohol is fun. So I speculate which kind of drink the culture celebrates. It imbues a flavor that is surprisingly informative about that culture.
 

Sadras

Legend
Great first draft. Personally I believe you have too many Elven subtypes - much of that can be delineated into the Elven clans, but that is neither here nor there.

The little that I have gleamed is that Charm and Trance are listed with every Elven subtype. Why not have those as inherent racial characteristics and limit the proficiency selection down to 3? I favour simplicity over complexity, otherwise I would be playing Pathfinder. :)
 

Yaarel

He Mage
Great first draft.
I appreciate the compliment.



Personally I believe you have too many Elven subtypes - much of that can be delineated into the Elven clans, but that is neither here nor there.
Heh, if I can keep the number of kinds of Elf under sixteen, Id be amazed.

Sometimes it helps to lump certain kinds of Elf together.

It seems ok to split and lump the traditions into the following.
• 1. Sun Elf ( = 1e ‘Faerie’ Grey, 3e FR Int-only Sun, 4e FR Int-Cha Sun Eladrin).
• 2. Moon Elf ( = 1e Dex-only High, 3e FR Moon, 4e FR Moon Eladrin).
• 3. High Elf ( = 1e regular Grey, 1e Valley, 4e Dex-Int Elf, 4e Dex-Int Eladrin, 5e Int High).
• 4. Wood Elf ( = 4e Dex-Wis Elf, 5e Dex-Wis Wood, 3e Dex-Con Wild, 3e FR Wood flavor).
• 5. Grugach Elf ( = 1e Str Wood, 1e Grugach, 2e Bralani, 3e Str Wood, 3e FR Wild flavor).
• 6. Aquatic Elf ( = 1e Aquatic, 1e Nixie, 1e Nymph, 2e Noviere Eladrin, 3e FR Aquatic).
• 7. Fey Elf ( = 2e Eladrin, especially Tulani Eladrin, 4e Int-Cha Eladrin).



I am torn about fusing Wood and Grugach together. They both have a non-urban wilderness vibe, but are distinct. Reducing cultures further, then mentioning families with a culture, is an interesting idea. But I am unsure how it helps simplify the list.

For example. Consider the two entries: 1. wise druid Wood Elf and 2. strong barbarian Grugach Elf. Lump them together into a single Wood Elf culture. But now there are three entries: 1. Wood Culture, plus 2. wise druid Wood Family and 3. strong barbarian Grugach Family. Where before there were only two entries, now there are three. So, in this sense, grouping the cultures together actually makes the descriptions more complex.

That said, it is thinkable to fuse Wood and Grugach into a single Wood Elf. After all, the main difference is, one has higher Wisdom and the other has higher Strength. Since the player *chooses* which ability score gets the +2 increase, the player can make Wood Elf with either a high Strength or a high Wisdom.

The cultures are quite different. The Wood Elf is a rural farming community, inhabiting in a village of tree houses. By contrast, the Grugach Elf is a paleolithic hunter-gatherer nomadic community. Big difference. It might be worth describing these cultures as separate entries anyway.



The little that I have gleamed is that Charm and Trance are listed with every Elven subtype. Why not have those as inherent racial characteristics and limit the proficiency selection down to 3? I favour simplicity over complexity.

Listing Charm Resilience and Trance for every Elf culture, is an oversight. I was under the impression that *ALL* Fey creatures had these, even tho sometimes it doesnt really make sense. I got this impression because they are part of the race feature called, ‘Fey Ancestry’, that says they have them because they are Fey.

But when I look at other Fey creatures like Dryad and Pixie, they lack Trance. So, there is nothing ‘Fey’ about Trance. Trance is just a weird trait that some kinds of Elf have. (Some kinds of Elf dont have Trance, like the 4e Drow.)



In fact, the only thing that Fey creatures tend to have in common is ... Magic Resistance!

Here in this thread, the 5e-style Magic Resistance gets divided up into three (Cunning, Reflex, and Fortitude), for the sake of balance. Separately, ‘Faze Spell’ represents a balanced version of 1e-style Magic Resistance that can simply ignore a spell whether it has a save or not.

The more Fey the kind of Elf is, the more Magic Resistance it should have available.



I feel the High Elf should lack Charm Resilience. The High Culture lacks Wisdom, lacks Charisma, and lacks high exposure to Charm spells. Regarding Trance, Fey creatures lack it. So perhaps the elves that have a closer connection to the Feywild should lack Trance too.

Similarly, those kinds of Elf that shine an aura of light should probably lack Darkvision, since they are their own torch wherever they go.

I will go back thru the cultures and rethink which should have Trance and which should have Charm Resilience, along with any other traits that are less usefully one-size-fits-all.
 
Last edited:

Yaarel

He Mage
The Monster Manual and other bestiaries present the ‘Elves’ as a creature that has many magical cultures, and lists a separate entry for each of them.

Curiously, the Monster Manual only lists the Drow. Drow, Wood, and High cultures are all player races, but the Elves of the spider-demon Drow culture are especially suitable as threats that players will face while adventuring.

In this sense, the ‘Elves’ entry organizes in the same way as other variegated creature entries. Other examples with this format include, ‘Genies’, ‘Demons’, ‘Giants’, ‘Dragons’, ‘Dinosaurs’, and so on. There are many different kinds of Dinosaurs, and each gets its own writeup with its own entry, all within the Dinosaurs entry.

Notice, when the bestiaries list a creature that comprises several entries, the entry is plural. Genie-S, Demon-S, Giant-S, and so on. The plural indicates the entry has multiple entries for this variegated creature.

So, Elve-S.

The other variegated bestiary entries seem to intentionally avoid the word ‘types’, ‘kinds’, ‘species’, and so on. For example, they describe the Dinosaurs as having ‘many sizes and shapes’, but each one is a ‘Dinosaur’ rather than a ‘type of Dinosaur’. I kinda like this approach. Even so, where the reader understands that Dinosaurs differ because of their evolutionary biological speciation, the Elves differ because of the diversity of transformative magical cultures.

Elves differ from each other extremely. Like other variegated entries, the separate entries for Elves can differ from each other extremely. Some Elves have extraordinary Dexterity (Drow, Avariel), while other Elves have mundane Dexterity (Sun). Some Elves exhibit extraordinary Charisma (Eladrin, Half, and inferably from their official narrative as social and artistic bards, Sun and Moon), while other Elves have mundane Charisma (Wood). Allow each Elf entry within Elves to have its own stats, as appropriate.

It harms the D&D tradition to try force all of these Elves to conform to a single one-size-fits-all set of abilities. It would be like forcing all the different kinds of Devils to use the same stat block.

Allow each Elf culture to have its own stat block that fully expresses it. Whatever is most appropriate for that unique concept.



I feel it is more interesting when the comprehensive ‘Elves’ entry presents the creature as fully ‘Fey’, rather than ‘Fey Ancestry’. Fey is its planar origin, being creatures of that spirit world. It is ok some Elves entries are emigrants to other planes, such as Wood, Elf, and Drow are inhabitants of Material plane, Shadar-Kai are inhabitants of the Shadow plane, and so on. Traditionally, the Half Elf with some Human ancestry is its own entry that appears in the Elves entry.

I also view ‘Goblinoids’ as a Fey creature, being a distinctive more-malevolent variety of Fey sprites. Personally, I would call the entry that includes Hobgoblin, Bugbear, etcetera, as ‘Goblins’ rather than ‘Goblinoids’. The specific ‘Goblin’ entry can also use this name within the Goblins entry, or possibly call this one a ‘Bogey’.

I also like the tradition that emphasizes the Elemental origin of Giants.



Regarding the ‘Fey’. British folkbelief primarily associates the fay with the fairy, namely the childlike nocturnal fertility spirits that especially associate with lush plant life and the wellbeing of animals. Whence in D&D, there is a sometimes unconscious assumption that all Fey are plant-animal associates, moreorless identical to a Druid. But Fey is any kind of animism, including the minds of skies and rocks. There is not necessarily an affinity with plants and animals. For example, Norse alfar are animistic sky spirits who live in the ‘skies’ (himmel) in the upper atmosphere. It seems one saga mentions a group of elves returning home from a visit to the land, by shapechanging into swans and then flying home. But otherwise, they have little to do with animals. Their associates are magic (all kinds, Spa, Seidr, Galdr, Hamfari, etcetera), the winds, and the sunlight, where ‘sunlight’ (solar corona, sunbeams) seems to be a concept that is separate from the omnipresent ‘daylight’. Likewise, D&D Fey are the mind of *any* natural feature, possibly such as sunlight. Plants and animals are only pertinent to some Fey creatures, while other Fey creatures have nothing to do with plants and animals. It is easy to imagine a culture of D&D Elves who live in the upper atmosphere of the Feywild, in floating sunlit cities. Let each Elf culture be unique.

Note, there can be more than one Drow culture. The most prominent culture is of course the spider-demon culture, under the tyranny of Lolth, featuring female Cleric and male Wizard, while all being dexterous light-armor warriors. But Forgotten Realms includes odd references to other cultures of Drow who become Good, that either preexist the spider culture, or self-exiled from it. If I remember correctly, one Drow culture has brown skin and another culture has blue skin. Perhaps they go by the name Dark Elf, while reserving the name ‘Drow’ for the spider culture. But in 5e, Drow Elf is a playable character, and presumably, most of these ‘Drow’ are non-spider. So the name Drow can apply more generally. The narratives of recent editions seem to evolve a breakaway Drow culture of merchants and Warlocks. How to represent these differing traditions? Old-school spider Culture exhibits crazy high Dexterity and ambidexterity, and all the mental abilities are high, as appropriate for Cleric and Wizard. 4e likewise stats high Wisdom in a nod to Cleric tradition. Yet the new-school Drow culture seems to emphasize Dexterity and Charisma, whence the Warlock merchant culture. One is high wizardly Intelligence with perceptive clerical Wisdom, and the other is high warlockly Charisma. If one or more of these non-spider concepts of Drow find interest for D&D 5e players, then there is every reason to list more than one entry for Drow cultures, if necessary. Currently this thread only lists the old-school Drow stat block, with the same set of ability minimums for all Drow, since all Drow traditions have superhuman Dexterity, and old school already exhibits the high Charisma. As far as I can tell, this enough to represent all of the Drow traditions in D&D. Any intra-Drow variance is easily done by DMs and players choosing different ‘traits’ for their own cultures and characters. As far as I can tell, it is appropriate to consolidate all of the Drow traditions with one entry, despite the surprisingly different versions across the editions, because this one entry seems genuinely able to represent each of these different versions.



In sum, the ‘Elves’ entry (plural) in D&D includes different entries for different Elf cultures. Allow Elves to have very different cultures and capabilities, where appropriate. Let each one be unique. This ‘permission’ for Elves to be different from each other allows D&D 5e to better represent the D&D traditions about Elves across all editions.
 
Last edited:

Remove ads

Top