Two seemingly unrelated elven societies exist in Ravenloft. The elves of Darkon tend to have dark hair and eyes of green, violet, or gray. Elves from the domain of Sithicus all share the traits of silvery hair and amber eyes. Both groups share the elven traits of pointed ears, vulpine features, and lithe builds. Elves prefer to dress in light, fine fabrics like silk or satin. Sithican elves prefer drab colors, but the fashion of Darkonian elves is set by season: pastel greens and blues are worn in the summer, followed by yellows, oranges, and reds as the trees turn color in the autumn. During the winter months, the Darkonian elves restrict themselves to black, white, or gray tones, to be replaced by an explosion of colors with the coming of spring.
The "fair folk" are children of nature, respected by some humans but quietly feared by others. They measure their lives in centuries and lack the sense of urgency that seems to drive humans. In times of need, elves can react as quickly as any other race, but they see nothing wrong with dedicating months or years to perfecting a sonnet, observing beauty, or engaging in the pursuit of pleasure. Humans often call elves hedonistic and claim that they have only a bystander's understanding of death. In fact, in some lands, elves are commonly thought — however erroneously — to be fey creatures, immortal nature spirits merely aping the human form. More than one unfortunate elf has had her immortality tested by the inquisitors of Tepest.
Homelands
Darkon's Mistlands contain three primarily elven communities — Neblus, Nevuchar Springs, and Sidnar - where elves mingle freely with other races. On the far side of the Core, Sithicus stands as the only domain with a primarily nonhuman population. Legends speak of still more elven cities hidden from human eyes by powerful elven magic or the Mists.
Elves occasionally settle in human lands, where they can become respected scholars. In some locales, tales circulate of elves who served as advisers to entire human dynasties.
Base Outcast Rating: 3
Racial Traits
- 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.
- Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos.
- 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 the Domain language and Elven.
Also pick a subrace.
Dark Elf
- Ability Score Increase. Your Charisma score increases by 1.
- Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
- 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.
- Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire 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 the Darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
High Elf
- 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.
Wood Elf
- 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.