Elf

Timeless Beauty
Elves come from the Wirlderrealm, a chaotic world full of strange magic. During a massive war with the fey inhabitants of the Wilderrealm, 50,000 elves cast a massive shared spell and crossed over into the Material Realm. Elves are tall, elegant, have shining metallic hair and pointed ears, and they have a natural attunement to fey magic. They do not sleep and their lifespans can reach into the thousands of years.

Wilderrealm Exiles
The two most powerful groups in the Wilderrealm were the Courts of the Archfey and the Elven Clans. Due to the Archfey's haughty nature and ancient dominion, they failed to recognize the Elven clans uniting in order to usurp the power of their courts until it was too late to avoid total war. After decades of backstabbing, arcane destruction, and strife in the Wilderrealm, the Archfey decisively ended the war. With the help of the Faefolk the Archfey negotiated a truce: the elves would be spared, but only if they left the Wilderrealm for good.

Subrace
Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and sludge elves. High Elves believe the ideal of beauty is themselves. They meticulously groom themselves and participate mainly in high society. Wood Elves believe that the natural world is the ideal of beauty. They revere natural places, and are caretakers of the land. Sludge Elves believe that inner beauty is the elven ideal. Afflicted by the toxic wastes of Ashurnaratus, Sludge Elves have pallid white skin and mutated limbs.

Elf Traits
Ability Score Increase : An ability score of your choice 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 don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages : You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

High Elf
Ability Score Increase. An ability score of your choice increases by 1.

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

Cantrips. You know two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for them.

'''Arcane Intuition. '''You gain proficiency in the Arcana skill.

Wood Elf
As a Wood Elf, you are accustomed to roving the harsh wilderness and following your ancient code.

Ability Score Increase. An ability score of your choice 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 40 feet.

Keen Senses. You have proficiency in the Perception skill.

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.

Sludge Elf
As a Pale Elf, you have learned to bear your ancient curse as well as channel its power to your benefit.

Ability Score Increase. An ability score of your choice increases by 1.

Mutations. Your body has mutated to incorporate certain animal characteristics. You choose one mutation now and a second at 5th level.

At 1st level, choose one of the following options:


 * Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
 * Nimble Climber. You have a climbing speed equal to your walking speed.
 * Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
 * Extra Eyes. Small eyes cover your body. You cannot be surprised as long as you are conscious and you are immune to the blinded condition.

At 5th level, your body shifts further. Choose one of the following mutations or one you didn't pick at 1st level.


 * Grappling Appendage. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
 * Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
 * Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
 * Spinnerets. As an action, you may launch a sticky web from a special organ as if you had cast the web spell with DC equal to 8 + your Constitution modifier + your proficiency bonus. You may use this ability once until your next long rest.