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Elf Species Details

D&D Beyond Mechanics Link

The first of the Elder Folk to walk the world, elves have a deep connection to magic and nature through their connection their gods, Aldanor, the Living Tree and Elmerca, the Wild Star. They do not die of old age, although many tire of the world, and it is rumored that some of the first elves to exist still walk the earth. The elves of Taelgar have also faced tragedy and loss, suffering and dying in cataclysmic wars that have shaken the world. These days, elves are few in number, and while some still look outward, others have turned inward, disavowing their ancient roles as protectors of Taelgar. Few elves live in the settlements other species, and many common folk will have never met one.

Elven culture and society is strongly shaped by the Elven Cycle of Generations, know as the ka, a unique cycle system of non-overlapping generations arising from elves’ extremely long lifespans but limited time when they can bear children. Elves can only have children for about a 30 year period, when the roots of Aldanor tie them to the Material Plane, but can live to be hundreds, or even thousands, of years old. This means that each generation is distinct and non-overlapping, and the elves count these, numbering from the first generation of the elves. 


Creating Your Elf Character

To create your elf character, consider first your age and your generation, or ka. If you were born in the 37th ka, you are likely between 120 and 150 years old. Many elves of this age are encouraged to leave their home, travel, explore, so this is a natural choice for an adventurer. If you wish to be older, consider what has made you an adventurer later in life. Consider also where you are from, and your relationship with your kin and other species.

A simple answer if engaging with the lore of elves is not of interest to you is that you came from an isolated elven kingdom (the kingdom of Orenlas s a good choice), were born in the 37th ka and are now spending the years of your life before you decide whether to return to your home traveling and adventuring.

Elf Names

Elves in Taelgar typical have just a given name, using their ka, their homeland, or both if necessary for specificity. These names often have a lyrical sound, reflecting the Elvish language, with -o, -ion, -or, -on suffixes common for male names, and -e, -iel, -ril, -eth suffixes common for female names. To choose the name for your Elven character, you might consider looking at name generators, consider one of these ideas, or you might invent your own, which might not follow typical Elven patterns.

Gender-Neutral Names: Anglos, Amathrod, Astordil, Belegorn, Cadwar, Celebas, Culaf, Fothes, Glaeron, Gwindil, Hastor, Iorthon, Istor, Ningannel, Nillendur, Orosser, Sereg, Suldil, Tawaren, Tordil, Umbardil, Vanima

Male Names: Airo, Alarcion, Brunion, Carnfindo, Finwo, Gladhrion, Tawenor, Sirion, Uirion, Vorowion

Female Names: Aiste, Angwen, Cariel, Ciweth, Degril, Linteil, Lauriel, Maeriel, Narwe, Nuriel, Tylinde, Sedril


Basic Traits

Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
Age: Elves do not die of old age, but during each cycle of the ka, the pull of the material world weakens for them. Few elves remain on Taelgar beyond their fifth ka (approximately 800 years).
Languages: The long lifespan of elves means they typically learn many more languages than usual. You may select six Languages during character creation. Like all characters, you may choose to replace one of these language proficiencies with a tool proficiency. 

Elf Traits

As an Elf, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Firstborn Gift

You have an innate understanding of the weave of magic from your connection to Elmerca, the Wild Star, and Aldanor, the Living Tree. You choose one of the following talents.

  • Elmerca’s Gift. You know the Prestidigitation cantrip. When you finish a long rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this gift).
  • Aldanor’s Gift. Your Speed increases to 35 feet, and you learn the Druidcraft cantrip.
  • Gift of the Sea. You can breathe air and water, you gain a swimming speed equal to your walking speed, and you learn the Shape Water cantrip. 

Elven Ritual Magic

Your innate connection to the weave of magic allows you to learn one spell from among the choices below. You always have this spell prepared, you may cast this spell as a ritual, even if it does not have the ritual tag, and this spell does not require material components when you cast it as a ritual. 

When you reach character level 3, you learn a second ritual from this trait.

When you reach character level 5, your skill with ritual magic intensifies. Spells you cast with this trait do not require Concentration, have triple the normal duration (if it is not Instantaneous), and can be cast with only a 1 minute ritual. Choose from these Rituals:

Resilience of the Dream

The connection to Elmerca and Aldanor that developed during the first years of your life has left you resilient to mental and physical tolls. You have Advantage on saving throws you make to avoid or end the Charmed condition, you are unaffected by mundane diseases, and you have Advantage on saving throws to avoid or end magical or unusual diseases.

Keen Senses

You have proficiency in the InsightPerception, or Survival skill.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.