Elf

Elf Traits

 * Ability Score Increase: Your Dexterity score increases by 2.


 * Size: Medium.
 * Speed: 30 feet.
 * Darkvision: 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 Perception.
 * Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep.
 * Trance: Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep.
 * Languages: You can speak, read, and write Common and Elvish.
 * Subrace: Choose of the following sub races as well: High, Wood, Drow, Eladrin, Sea, Shadar-Kai, Valenar.

High Elf/Gold Elf

 * Ability Score Increase: Your Intelligence score increases by 1.
 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
 * Cantrip: You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
 * Extra Language: You can speak, read, and write one extra language of your choice.

Wood Elf/Green 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.

Drow/Dark Elves

 * Ability Score Increase: Your Charisma score increases by 1.
 * Superier Darkvision: Your darkvision has a radius of 120 feet.
 * Sunlight Sensitivity: Your have disadvantage on attack rolls, and on Wisdom (Perception) checks that rely on sight when you, the target of your 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 spells once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Eladrin/Silver Elf

 * Ability Score Increase: Your Intelligence score increases by 1.
 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
 * Fey Step: You can cast the Misty Step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

Sea Elf/Blue Elf

 * Ability Score Increase: Your Constitution score increases by 1.
 * Sea Weapon Training: You have proficiency with the spear, trident, light crossbow, and the net.


 * Child of the Sea: You have a swimming speed of 30 feet, and you can breath air and water.


 * Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.


 * Extra Language: You can speak, read, and write Aquan.

Shadar-Kai/Grey Elf

 * Ability Score Increase: Your Constitution score increases by 1.
 * Necrotic Resistance: You have resistance to necrotic damage.


 * Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.
 * Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until you start your next turn. During that time, you appear ghostly and translucent.

Valenar Elf/Brown Elf

 * Ability Score Increase: Your Intelligence score increases by 1.
 * Valenar Weapon Training: You have proficiency with the scimitar, double scimitar, shortbow, and longbow.
 * Valenari Skill Training: You can choose one skill or tool you are proficient with. Your proficiency bonus is double for any ability check you make.
 * Desert Endurance: You get advantage on checks in hot climates, such as a desert. You can also go twice as long without food, drink, and sleep. To represent this, when you have exhaustion treat it as 1 level lower and level 7 results in death.

Half-Elf

 * Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increases by 1.
 * Size: Medium.
 * Speed: 30 feet.
 * Darkvision: 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.
 * Skill Versatility: You gain proficiency in two skills of your choice.
 * Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Half-Elf Variant
Replace Skill Versatility with one of the following

High Elf

 * Elf Weapon Training, Cantrip, Extra Language.

Wood Elf

 * Elf Weapon Training, Fleet of Foot, Mask of the Wild.

Drow

 * Superior Darkvision, Drow Magic
 * If you take Sunlight Sensitivity you can take both Drow features.

Eladrin

 * Elf Weapon Training, Fey Step.

Sea Elf

 * Sea Weapon Training, Child of the Sea, Friend of the Sea, Extra Language.

ShadarKai

 * Necrotic Resistance, Blessing of the Raven Queen.

Valenar

 * Valenar Weapon Training, Valenar Skill Training, Desert Endurance.

Lore
The Elven people use to have many cities in the forest and jungles of northern Lakus. Among them were the squabbling Goblin tribes. However, one day a hobgoblin named Grig'Nak united all the Goblin tribes and waged war on the Elves. Outnumber, and taken by surprise, the cities were destroyed and ransacked one by one, the refugees had to take shelter with their desert brethren the Valenar.

The elves formed a grand council, with representatives from each group. With this new united front, they were able to hold back the Goblin hoard. After many years though the Elves were short of supplies and it seemed as if they would lose the war and be wiped out by the Goblins. Here is when an Elf hero was born. Teancum, a Valerian Captain snuck into the Goblin main camp and found Grig'Nak's tent, throwing a Javelin into the Goblin and killing him.

This gave them a few years of peace as the goblins fought with each other, however they quickly reunited under Grig'Nak's son Grock. who was as cunning as his father. The war continued and many Elves lost their lives.

Teancum again found the opportunity to sneak into an advance camp and kill Grock the same way as his father, but Grock screamed out as the weapon pierced his rough skin. Teancum was found and captured by the Goblins. They tortured, flayed and did all manner of evil to the Elven hero before he was killed and his body parts sent back to the Elf nation one at a time.

Teancum did his duty though the goblins tribes were disconnected and would continue to fight with each other over leadership allowing the Elves to push forward and gain a stronghold in this war.

The Elves have an alliance with the Kenku and make trades with them, offering military supplies and soldiers for resources not found in deserts. They also are on good terms with the Tritons where their breatheren the Sea Elves live, as well as the Dragonborn, who respect them.

The Elves worship Corellon, Sehanine, Lolth, and many other Gods. The Drow mainly worship Lolth. There is a group of them that worship her aspects as long as they fall in line with the Elf Nation. However this is an underground cult that believes Lolth and the Drow should be ruling the nation.