Elf

Quick, wary folk who roam the forests and wilds.

RACIAL TRAITS

Average Height: 5’4” – 6’0”
Average Weight: 130 – 170


Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares.
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Accuracy: You can use elven accuracy as an encounter power.
Elven Weapon Proficiency: You gain proficiency with the longbow and shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

RACIAL POWERS

Elf Racial Power
Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Play an Elf if you want…
to be quick, quiet, and wild.
to lead your companions through the deep woods and pepper your enemies with arrows.
To be a fey creature that is deeply attuned with nature.
to be a member of a race that favors the cleric, ranger, and rogue classes.

PHYSICAL QUALITIES

Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf’s hair color is dark brown, autumn orange, mossy green, or deep gold. Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but they favor a wild and loose look to their hair.

Elves mature at about the same rate as humans, but show few effects of age past adulthood. The first sign of an elf’s advancing age is typically a change in hair color—sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

PLAYING AN ELF

Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.

Male Names: Adran, Aelar, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis.

Female Names: Adrie, Birel, Chaedi, Dara, Enna, Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna.

Drow

Graceful and deadly, at home in the depths of darkness.

RACIAL TRAITS

Average Height: 5’4” – 6’0”
Average Weight: 130 – 170


Ability Scores: +2 Charisma, +2 Dexterity
Size: Medium
Speed: 6 squares.
Vision: Darkvision

Languages: Common, Elven
Skill Bonuses: +2 Intimidate, +2 Stealth.
Child of the Night: Once per encounter, you can use either the cloud of darkness or darkfire power.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

RACIAL POWERS

Drow Racial Power
Cloud of Darkness
A cloud of darkness obscures you, but your vision pierces it.
Encounter
Minor Action Close burst 1
Effect: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.

Drow Racial Power
Darkfire
A flickering halo of purple light surrounds the target, making it easier to hit.
Encounter Radiant
Minor Action
Ranged
10
Target: One creature
Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex
Increase to +4 bonus at 11th level and +6 bonus at 21st level.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.

Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the evil god Mekema, also known as the God of Nightmares.

Play a Drow if you want…
to be good at skulking, striking quickly, and employing a variety of dirty tactics.
to play a hero in search of redemption, or one who struggles to rise above the wickedness of his or her people.
to be a hero that is rarely understood.
to be a member of a race that favors the ranger, rogue, and warlock classes.

PHYSICAL QUALITIES

Drow stand just shy of human height and have slender, athletic builds. Physically, they resemble eladrin, with wiry builds, pleasing features, and midnight black skin that has a blue cast. Their eyes are fiery red, lavender, or blue. Most drow have white hair, which most keep long and decorate with intricate pins and webbing wrought from precious metals. Aside from their tresses and eyebrows, drow have little facial hair, though males sometimes grow long sideburns or tufts of wispy hair on their cheeks and chins.

From infancy, a drow child must be cunning. Children can expect no kindness, no warmth, and no compassion. Such expressions engender fatal weakness. Drow are cold parents, instilling selfreliance and independence, so that their offspring will become strong enough to survive a bloody adolescence. Ill treatment reinforces their natural inclinations toward evil. In rare cases, the harshness of childhood can have the opposite effect, seeding the youth with a hatred of and disdain for drow society and expectations. Such attitudes often lead young drow to a premature end.

In general, dark elves have life spans somewhat longer than those of their surface-dwelling cousins. Drow who manage to avoid dying a violent death can live for well over 200 years, and exceptional members of the race measure their ages in centuries.

PLAYING A DROW

Drow Characteristics: Arrogant, cold, haunted, pragmatic, rebellious, ruthless, skeptical, sophisticated, urbane.

Male Names: Adinimys, Baridl, Belgos, Bhintel, Drisdhaun, Elkantar, Haelirin, Houndaer, Kelnozz, Malaggar, Nalklyr, Orkallael, Pelloth, Phaeqel, Quarfein, Ryltar, Ulvein, Vorgyrn, Xulgos, Zebith.

Female Names: Akneth, Alauniira, Briesril, Chali, Charinida, Diviir, Drisiml, Faerema, Fillith, Ilivarra, Myrymma, Pellanistra, Quewaun, Shivra, Viegar, Waeren, Xune, Yaseril, Zaketrin, Zarra.

Eladrin

Graceful warriors and wizards at home in the eldritch twilight of the Feywild.

RACIAL TRAITS

Average Height: 5’ 5” – 6’1”
Average Weight: 130 – 180


Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares.
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History.
Eladrin Education: You gain training in one additional skill.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Fey Step: You can use fey step as an encounter power.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

RACIAL POWERS

Eladrin Racial Power
Fey Step
You and your ally catch your opponent flat-footed in a flank.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.

Creatures of magic who have strong ties to nature, eladrin (also known as high elves) live in shining cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

Play an Eladrin if you want…
to be otherworldly and mysterious.
to be graceful and intelligent.
to teleport around the battlefield, cloaked in the magic of the Feywild.
to be a member of a race that favors the wizard, rogue, and warlord classes.


PHYSICAL QUALITIES

Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than muscle-bound. They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can’t grow facial hair and have little body hair.

Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of age until the middle of their third century. Most live for over 500 years, and even at the end they suffer few of the infirmities of old age.

PLAYING AN ELADRIN

Eladrin Characteristics: Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive.

Male Names: Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss.

Female Names: Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae.

Half-Elf

RACIAL TRAITS

Average Height: 5’5” – 6’2”
Average Weight: 130 – 190


Ability Scores: +2 Charisma, +2 Constitution
Size: Medium
Speed: 6 squares.
Vision: Low-light

Languages: Choice of any one language, Common, Elven
Skill Bonuses: +2 Diplomacy, +2 Insight.
Dilettante: At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
Skillful: You gain training in one additional skill from your class skill list.

Descended from both elves and humans, half-elves are a handsome race in whom the best features of each people often appear.

Play a Half-elf if you want…
to be an outgoing, enthusiastic leader.
to work well with others and be able to provide aid to your allies.
to be a charismatic hero equally at home in two different cultures.
to be a member of a race that favors the warlord, paladin, and warlock classes.

PHYSICAL QUALITIES

Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the same range of complexions as humans and elves, and like elves, half-elves often have eye or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves’ ears are about the size of human ears, but they are tapered, like the ears of their elven ancestors.

Half-elves usually adopt the dress and hairstyles of the society they spend the most time with; for example, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe’s style of braids and face paint. However, it would not be unusual for half-elves raised among humans to seek out articles of elven clothing or jewelry so that they can proudly display signs of their dual heritage.

Half-elves have life spans comparable to humans, but like elves they remain vigorous well into old age.

PLAYING A HALF-ELF

Half-elves are more than just a combination of two races—the combination of human and elf blood produces a unique race with qualities all its own. They share some of the natural grace, athleticism, and keen perceptiveness of elves, along with the passion and drive of humans. But in their own right, they are charismatic, confident, and open-minded and are natural diplomats, negotiators, and leaders.

Half-elves like to be around people, the more diverse the better. They gravitate toward population centers, especially larger settlements where members of many races mingle freely. Half-elves cultivate large networks of acquaintances, as much out of genuine friendliness as for practical purposes. They like to establish relationships with humans, elves, and members of other races so they can learn about them, the way they live, and how they make their way in the world.

Half-elves rarely settle down for any length of time. Their wanderlust makes them natural adventurers, and they quickly make themselves at home wherever they end up. When their paths take them back to a place they have visited before, they track down old friends and renew old contacts.

Ultimately, half-elves are survivors, able to adapt to almost any situation. They are generally well liked and admired by everyone, not just elves and humans. They are empathetic, better at putting themselves in others’ shoes than most.

Half-elves naturally inspire loyalty in others, and they return that feeling with deep friendship and a keen sense of responsibility for those who place themselves in their care. Half-elf warlords and generals do not order their followers into danger that they would not face themselves, and they usually lead from the front, trusting their allies to follow.

Half-elves have no culture of their own and are not a numerous people. They usually bear human or elf names, sometimes using one name among elves and a different one among humans. Some are anxious about their place in the world, feeling no kinship with any race, except other half-elves, but most call themselves citizens of the world and kin to all.

Half-elf Characteristics: Accommodating, adaptable, charming, confident, gregarious, open-minded.

Male Names: Adran, Aelar, Alain, Alek, Beiro, Benn, Carric, Donn, Drew, Erdan, Erik, Gennal, Gregg, Heian, Jonn, Kris, Lucan, Marc, Mikal, Peren, Pieter, Quinn, Regdar, Rolen, Samm, Theren, Thom, Varis, Wil.

Female Names: Adrie, Ana, Birel, Cassi, Chaedi, Dara, Eliza, Enna, Faral, Gwenn, Irann, Jenn, Kat, Keira, Keyleth, Lia, Luusi, Mari, Mialee, Mika, Miri, Morgan, Shava, Shawna, Stasi, Thia, Valna , Zanne.

Nereid

Born of the fey with close ties to the sea and to sound.

RACIAL TRAITS

Average Height: 5’4” – 6’0”
Average Weight: 130 – 170


Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares.
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 History

Aquatic: You can breathe normally in water and ignore rough water while swimming. You never need to make an Athletics check to swim.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Sensory Assault: You can use sensory assault as an encounter power.
Stalk the Senseless: You are invisible to dazed or stunned creatures.

RACIAL POWERS

Nereid Racial Power
Sensory Assault
You barrage a foe with sound and lights in an attempt to daze them.
Encounter Radiant, Thunder
Minor Action
Ranged
3
Target: One creature
Attack: Charisma + 2 vs. Will
Hit: 1d6 radiant and thunder damage, and the target is dazed until the end of your next turn.
Increase to +4 bonus and 2d6 damage at 11th level, and to +6 bonus and 3d6 damage at 21st level.

Play a Nereid if you want…



PHYSICAL QUALITIES

PLAYING A NEREID

Nereid Characteristics:

Male Names:

Female Names:

The eladrin, elf, and half-elf races were originally published in the Player’s Handbook. The drow race was originally published in the Forgotten Realms Player’s Guide. The nereid race is an original work. Alterations have been made so that these races would comply with the campaign setting. All rights reserved to Wizards of the Coast.

Elf

This Mind of Mine Nalan