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Description. See the description of this race on Wikipedia.
Dungeonmaster Note. The Elves of Middle-earth are powerful compared to other races. Keep this in mind when balancing your player group.
Starting Equipment. Any weapons and armor you start with are elven and have the characteristics described below in Elven Craft.
Ability Score Increase. Beauty and Wisdom: your Charisma and Wisdom scores increase by 1.
Age. Elves may appear as children until 50 years of age, and by their 100th year achieve their full growth and are considered adults. Your lifespan lasts as long as the world endures, and you cannot die of old age. However, you may die from violence and also from the weariness of living (see below).
Alignment. While elves serving a well-governed kingdom may be lawful, those living in smaller communities may prize the individual freedom found in the chaotic alignments. Most elves who revere the Valar are good, and the Dark Elves (Avari) who refused the call to Aman tend to be neutral. But there are also individual elves that are corrupted to evil.
Size. Generally ranging from 5 to 7 feet tall depending on the subrace, elves are Medium size.
Speed. Your base walking speed is 30 feet.
Weariness of Living. Whenever a companion dies, or you witness a mass loss of life (including animals or trees), or you are tormented or experience other trauma you must make a successful DC 10 Constitution saving throw. If you fail the saving throw you must choose to either (a) mark off a failed death saving throw permanently (maximum of three), or (b) take one level of exhaustion permanently, or (c) reduce your maximum hit points by 5 permanently. These conditions are permanent and may not be removed while you remain in Middle-earth.
Heal more Easily. When regaining hit points from any effect you regain an additional number of hit points equal to your character level.
Less Easily Slain by Weapons. When you would be reduced to 0 hit points by piercing, bludgeoning, or slashing damage from a non-magical source, make a DC 10 Constitution saving throw. On a successful saving throw you are instead reduced to 1 hit point. After you use this ability you can't use it again until you complete a long rest.
Mandos Summons. You cannot be resurrected. When you die your spirit is summoned to the Halls of Mandos. If you refuse the summons, your spirit haunts the places you frequented in life, and may be turned to evil purpose. If you accept the summons, your spirit flees to the Halls of Mandos to await judgement. The time of Waiting lasts for 1d100 years, after which you are judged according to your deeds. If you are judged to have done much evil, you cannot be reincarnated. Otherwise you may be reincarnated and dwell in Aman, or choose to wait in the Halls of Mandos until the end of the world.
Immune to Disease. You are immune to all non-magical disease.
Fear Not the Dead of Men. You cannot be frightened by the undead of humans.
Social Drinker. You have advantage on Constitution saving throws against intoxication.
Bright Spirit. Invisible creatures and creatures in the Unseen Realm (Ethereal Plane) have advantage on checks to notice you by sight.
Light Step. You may reduce your movement by 5 feet to move through difficult terrain as if it wasn't difficult terrain until the beginning of your next turn.
Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't see colors in darkness, only shades of gray.
Keen Sight. You have proficiency in the Perception skill, and your vision is so strong that, in clear daylight, you can distinguish between a sparrow and a finch from a league away (about 3 miles).
Trance. You don't need to sleep, and instead you meditate deeply for 4 hours a day. Resting in this manner grants you the equivalent benefit that a human receives from 8 hours of sleep.
Yearning for the Sea. Once you have personally seen or heard the sea at any time in your life, you are overcome with a yearning for the sea and the silver shores of the Uttermost West. While you are out of the sight and sound of the sea, once during each long rest you must make a DC 10 Wisdom saving throw; you gain advantage on this saving throw when you sing an Elvish song about the sea. On a failed saving throw you become morose and have disadvantage on all Wisdom saving throws until your next attempt or until you return to the sight or sound of the sea. This process continues eternally while you live in Middle-earth.
Languages. You can speak, read, and write Sindarin and Westron.
Subrace. The history of the Quendi has resulted in many diverse groups residing in Middle-earth including: Deep Elves (Noldor), Grey Elves (Sindar), Silvan Elves (Tawarwaith), Green Elves (Laiquendi), and Dark Elves (Avari). Choose one of these subraces.
The Noldor are very tall (6 to 7 feet) and of muscular build. Their hair color is usually very dark brown, but red and even white (or silver) hair exist among them too. Their eyes are usually grey or dark. See the description of this subrace at Tolkien Gateway.
Attribute Increase. Your Intelligence score increases by 1.
Noldor Weapon Training. You have proficiency with the long sword, the short sword, and the shield.
Love of Languages. You can speak, read, and write Quenya (Noldorin) and one additional standard, exotic, or rare language of your choice.
Love of Knowledge. You have proficiency in any one Intelligence skill of your choice.
Masters of Jewels & Metals. When examining gems, precious stones, or metalwork you have advantage on Intelligence checks to identify its material, its place of origin, the culture of the crafter, and what the object may have been used for.
The West Beckons. You are affected by Yearning for the Sea as if you have already seen the sea.
Of Telerin descent, the Sindar are tall (around 6 feet) and slender with mostly dark hair and grey eyes, but some have silver hair. Some have the blood of the Maiar having descended from Melian and Thingol, and are the fairest in Middle-earth. See the description of this subrace at Tolkien Gateway.
Attribute Increase. Your Charisma score increases by 1.
Sindarin Weapon Training. You have proficiency with the short bow and the long bow.
Teleri Sea Lore. Whenever you make an Intelligence check or Wisdom (Survival) check concerning the sea you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Sindarin Music Training. You have proficiency with one musical instrument of your choice.
Fair Voice. Whenever you make a Charisma (Performance) check in which you use your voice you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Of Telerin descent, the Tawarwaith are tall (around 6 feet) and slender with mostly dark hair and grey eyes, but some have silver hair. They have a special love for flowing water, falls, and streams, and the greatest knowledge of living things. See the description of this subrace at Tolkien Gateway.
Attribute Increase. Your Wisdom score increases by 1.
Silvan Weapon Training. You have proficiency with the short bow and the long bow.
Languages. You can speak, read, and write Silvan Elvish.
Great Knowledge of Living Things. Whenever you make an Intelligence (Nature) check related to trees, herbs, plants, birds, beasts, and other natural living things, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Animal Friend. You have advantage on Wisdom (Animal Handling) checks when interacting with unaligned beasts. You require no saddle, harness, or reins when riding a mount.
Of Telerin descent, the Laiquendi are tall (around 6 feet) and slender with mostly dark hair and grey eyes, but some have silver hair. They are wary, secretive, avoid open war, and are known for wearing hues of green.
Attribute Increase. Your Dexterity score increases by 1.
Languages. You can speak, read, and write Silvan Elvish.
Laiquendi Weapon Training. You have proficiency with the dagger, the short bow, and the short sword.
Wary. Whenever you make a Wisdom (Perception) check and see the result of your roll, you may choose to roll 1d10 and use the number on it instead of the number on the rolled d20.
Reclusive. Anyone trying to track you has disadvantage to their Wisdom (Survival) check, and you have advantage to Dexterity (Stealth) checks in forests and groves of trees.
The Avari are a diverse people comprised of all three kindreds of the Eldar. Some have the golden hair of the Vanyar, while others have the dark hair of the Noldor and Teleri. These are the elves that refused the call of the Valar, remained in Middle-earth, and never saw the Light of Aman. There are six known tribes: Kindi, Cuind, Hwenti, Windan, Kinn-lai, and Penni. Other than those few that mixed with the Silvan elves, little is known about them in western Middle-earth.
Ability Increase. Increase your Constitution score by 1.
Avari Weapon Training. You have proficiency with the spear, the short sword, and the long bow.
Languages. Choose one of these language groups: West Avarin, North Avarin, or East Avarin. You can speak, read, and write a dialect of that language group.
Unwilling. You have advantage on saving throws against being charmed.
Refuser. You are never affected by a Yearning for the Sea.
Elven crafts are renowned for their elegance, light weight, and finesse, and are easily recognizable as elven.
Magical. All elven weapons are forged with magic and are thus magical.
Elegant Design. Elven melee weapons have the finesse quality.
Magical. Elven armor is forged with magic and is thus magical.
Restorative. Elven foods tend to heal, lift fatigue, and restore cheer to those who consume them.