The Tel’Quessir are a number of closely related, long-lived fey races commonly known as elves. Many of the Tel’Quessir consider themselves a single culture. They tend to be fair, beautiful, and graceful, though they are very often frail as well. The Tel’Quessir are long-lived, achieving what they consider adulthood at 110 years of age and living for over 700 years. Many Tel’Quessir trance rather than sleep, requiring only six hours rather than the eight a human normally would.
Eladrin or high elves include moon elves and sun elves. They are roughly of human height, but lighter. Even exceptionally strong high elves look rather slim compared with other races, with an athletic rather than muscular appearance. Most high elves are fair-skinned rather than dark, though sun elven skin is a hue darker than that of the star elves or moon elves. Most high elves have black hair, with silvery hues common amongst moon elves and star elves while blond or copper hues are more common amongst the sun elves.
Racial ability score adjustment: +2 Int or +2 Cha
Fey Step: Once per battle as a move action, place yourself in a nearby location you can see.
Champion Feat: Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.
The sylvan elves, or sometimes simply “elves,” are those eladrin whose ancestors became native to Toril many millennia ago, including wild elves and wood elves. They are usually found in small tribes throughout Toril. As a whole they prefer the secluded places of nature to the cities and nations of the civilized world, living in harmony with their natural surroundings. Cautious and cunning warriors, particularly of the bow, elves secure their homelands through guile and guerrilla tactics.
Racial ability score adjustment: +2 Dex or +2 Wis
Elven Grace: At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn.
At the start of battle, roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step in the following progression: d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that battle.
Champion Feat: Once per day, start a battle rolling a d4 for elven grace instead of a d6.
According to elven mythology, the drow or dark elves were cursed by Corellon Larethian and driven into the Underdark for the atrocities committed by their ancestors during the Crown Wars. Most of drow society is a brutal, matriarchal theocracy dedicated to the Spider Queen, Lolth, though myths, legends, and propaganda have greatly exaggerated it to paint the drow as purely evil monsters. They are shorter than many other elves and, in common with most Underdark-dwelling creatures, have a tremendous resistance to magic.
Racial ability score adjustment: +2 Dex or +2 Cha
Cruel: Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. A normal save (11+) ends the damage. A critical hit doesn’t double the ongoing damage.
Champion Feat: Once per day, you can instead use cruel to deal 5 ongoing damage per level against a target you have missed or had a natural odd attack roll against.