Elf Racial Stats

Elves are a magical people of otherworldly grace, living 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.

Elf Attributes

 * Ability Scores: +2 DEX
 * 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.
 * Low-Light Vision: You can see twice as far as a human in conditions of dim light.
 * Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
 * Hale: Elves do not need to sleep as long as other races, needing only four hours. An elf gains the benefits of a long rest after resting for only 4 hours.
 * Keen Senses: You have proficiency in the Perception skill.

Moon Elf / Drow

 * Native to the Xandir Imperium 
 * Ability Scores: +1 CHA
 * Drow Magic: 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.
 * Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
 * Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
 * Superior Darkvision: Your darkvision has a range of 120 feet.

Sand Elf

 * Native to Maezar
 * Ability Scores: +1 CON
 * Child of the Desert: You are acclimated to very hot climates and can go twice as long before you have to drink water.
 * Hardy: You have Resistance to Poison damage and have advantage on any save made to resist poison.
 * Sand Elf Magic: You gain the Mold Earth cantrip.
 * Sand Runner: You can move normally on sand and similar terrain, and never consider it difficult terrain.

Sky Elf

 * Native to Eleroth
 * Ability Scores: +1 INT
 * Child of the Sky: You are acclimated to high altitudes.
 * Friend to the Sky: Using gestures and sounds, you can communicate simple ideas with any beast that has a natural fly speed.
 * Sky Elf Magic:  You know the Gust cantrip.
 * Weapon Training: You are proficient with the Battleaxe, Hand Axe, Longbow, and Shortbow.

Sun Elf

 * Native to the Illan Expanse in Dharrenal. 
 * Ability Scores: +1 INT
 * Educated: You gain proficiency in one of the following skills: Arcana, History, Nature, or Religion.
 * 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.
 * Sun Elf Magic: You know the Light cantrip and one additional cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

Winter Elf

 * Native to the Glamour Islands in Eleroth. 
 * Ability Scores: +2 INT
 * Cold Blooded: The blood of a Winter Elf is strong against the bitter cold. You have Resistance to cold damage, natural or spell.
 * Snow Elf Magic: You know the Ray of Frost or Chill Touch cantrip. At 5th level, you can cast Misty Step once per day. Intelligence is your spellcasting ability for these spells.
 * Weapon Training: You are proficient with the Glaive, Longbow, Short Sword, and Shortbow.

Wood Elf

 * Ability Scores: +1 WIS
 * Fleet of Foot: Your base walking speed increases to 35 feet.
 * Friend of the Forest: Using gestures and sounds, you can communicate simple ideas with any beast native to the forest.
 * 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.
 * Wood Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.