Description
High Elves have a keen mind and a mastery of at least the basics of magic. In a world full of uncertainty and danger, elves with such capabilities rose to become leaders and guides for the rest of their people. That subtle discrimination there, boosted their egos over the centuries, raising the idea that those with such aptitude, must stand "higher" in society than the rest. Thus their name was established and High Elves began to differentiate themselves from the other elves. They were the first to erect structures with the use of magic, and built elven towers and home to live in. The rest of the elves who weren't part of the high society remained in the forest, eventually adopting the name Wood Elves. Despite that social discrimination, there were almost no conflicts between the two. High Elves took pride in their leadership and magical prowess and often acted as teachers. They always felt that their power also brought responsibility of the well being of their race and thus their relationship with the Wood Elves stayed good. Over centuries, their slightly different lifestyle, made subtle changes in their appearance that would set them apart from the wood elves.
Genetics
High share the same genetics with all other elves for the most part. They are normally taller than all other elf subtypes and often feature golden hair. Their society has nurtured graceful movements in their habits, making them have the most elegant feeling among the elven subtypes.
Homeland
Also found in
Reputation
High Elves are considered the elite of the elves. Often followed by noble backgrounds. When outside of their land, non-elven people that meet a high elf, usually assume they speak that someone important of the elven government.
Alive/Extinct
They exist until the 4th era.
High Elf Traits
As a high elf, you have the following racial traits.
Ability Score Increase: Your Intelligence score increases by 1.
Speed: Your base walking speed is 30 feet.
Size: Medium (about 5–6 feet tall)
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.
Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.
Fey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.
Elven Lineage: You are part of a lineage that grants you supernatural abilities.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
Level 1 | Level 3 | Level 5 |
You know the Prestidigitation cantrip. Whenever you finish a long rest, you can replace that cantrip with a different cantrip from the Unbekannt spell list. |
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.
Languages: You can speak, read, and write Common, Elvish and one extra language of your choice that you and your DM agree is appropriate for your character's backstory. A list of languages and their regions can be found in Languages. 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.