Elves may be the hardest race to peg down in Mystara. There have been so many sets of Rules to explain them in every type of setting. They integrate into almost every country int he Known world. There is a Forest Kingdom in the Known world (Alfheim). There is a Kingdome underground with Shadow Elves. There is an Undersea Kingdom with Aquatic Elves (Aquarendi). There is a Kingdom of Flying Elves (The Ee’ar). And so much more
I will put the rules I can down here for you, 1 subrace at a time.
Elves
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
Elf Names
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carrie, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel
(Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nallo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
5e Rules
Wood Elf Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common and Elvish. 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.
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.
Example Sylvan Elves:
Gentle Folk
The Gentle Folk elves are pacifistic elves found in the Hollow World. They are fatalistic elves
occupying a hidden valley deep in the forests of the northern hemisphere.
Proficiencies: The Gentle Folk elves are absolute pacifists. They refuse to lift a finger to save themselves or anyone else. If sufficiently motivated, they might run away from danger.
Their interests are all academic: They gain 4 Academic Proficiencies of the player’s choice.
Pacifism: Gentle Folk may not become a member of the Martial Classes, and when they take other classes, any combat related skill must be replaced by a Proficiency or Tool skill instead. No Spells that harm others, can be learned. Gentle Folk Elves cannot gain experience from combat.
Special Compensations: Gentle Folk Elves do not suffer from the Cultural Bias rules that affect everyone else in the Hollow World Setting. They are free to learn the customs of other cultures and not lose experience points for doing so.
Vyalia Elves
Located in Thyatis and Karameikos, the reclusive Vyalia are expert foresters, known for their ability to disappear into the forest without a trace. While they keep to themselves mostly, the Empire of Thyatis has contracted with them on multiple occasions to teach the way of the eldritch knight to human soldiers. The Vyalia otherwise stay by themselves and are remote enough that the countries they live in leave them alone.
Ability Score Increase: Your Dexterity score increases by 2 and your Intelligence score increases by 1. This is instead of the regular Ability Score Adjustment
Hidden Trails: You can cast pass without trace once using this trait. You regain the ability to do so after a short rest. This ability replaces the Mask of the Wild ability.
BECMI Rules
Prime Requisite: Elves have two prime requisites: Strength and Intelligence. If an elf has a score of 13 or more in both ability scores, he gains a 5% bonus to experience points earned. If his Intelligence score is 16-18 and his Strength is 13 or more, the bonus is 10%.
Ability Score Modifiers:
| Abilities | Str | Int | Wis | Dex | Con | Cha |
|---|---|---|---|---|---|---|
| Racial Minimum | 3 | 9 | 3 | 3 | 3 | 3 |
| Racial Maximum | 18 | 18 | 18 | 18 | 18 | 18 |
Hit Dice: Roll a 6-sided die (1d6) to determine an elf’s hit points. An elf starts with 1d6 and gains 1d6 more hit points (plus Constitution bonus) with each level of experience. Two additional hit points are gained at 10th level.
Armor: An elf may wear any kind of armor and may use a shield.
Weapons: An elf may use any weapon.
Special Attacks: After reaching maximum level (10th), elves may continue to improve in combat ability. This is a slow process, however, due to the fact that they must divide their training time between fighting and magic. Elves always know the following fighter maneuvers: Set Spear vs. Attack; Lance Attack.
Fighter Combat Options: When the character’s experience point total reaches 850,000, the character receives the Combat Options for fighters. With multiple attacks, two attacks are possible at 850,000 experience points, and three attacks at 2,600,000 experience points; the elf never gains four attacks per round. The elf may use the smash, parry, and disarm options as described in the text.
Special Defenses: Experienced elves become more resistant to dragon breath. When the elf reaches the
1,600,000 experience points mark, he automatically takes only half damage from any breath weapon (most notably dragon breath but including all sorts of breath weapon attacks). If the breath allows a saving throw, a successful roll indicates that the elf rakes only one-quarter damage. When modifying damage sustained, always round down. If the result is 1/2 point of damage or less, the character takes 1 point of damage.
Infravision Elves have infravision up to 60′
Languages In addition to the languages of all characters-the Common and alignment tongues-an elf can speak the languages of the elf, gnoll, hobgoblin, and orc races.
Detection All elves can find secret and hidden doors better than other characters. You must tell the DM if you want to look for secret and hidden doors; the detection is never automatic.
Immunity to Ghoul Paralysis: All elves are naturally immune to the paralyzing attacks of ghouls. Other types of paralysis, such as attacks from a carrion crawler or gelatinous cube, do affect them normally.
Spells: Elves can use magic-user spells just as magic-users can, though they receive fewer and lower
level spells.
| Level | Experience | THAC0 | Lv 1 Spells | Lv 2 Spells | Lv 3 Spells | Lv 4 Spells | Lv 5 Spells |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 19 | 1 | – | – | – | – |
| 2 | 4,000 | 19 | 2 | – | – | – | – |
| 3 | 8,000 | 19 | 2 | 1 | – | – | – |
| 4 | 16,000 | 17 | 2 | 2 | – | – | – |
| 5 | 32,000 | 17 | 3 | 2 | 1 | – | – |
| 6 | 64,000 | 17 | 3 | 2 | 2 | – | – |
| 7 | 120,000 | 15 | 4 | 3 | 2 | – | – |
| 8 | 250,000 | 15 | 4 | 3 | 2 | 1 | – |
| 9 | 400,000 | 15 | 5 | 3 | 3 | 2 | – |
| 10 | 600,000 | 13 | 5 | 4 | 3 | 2 | 1 |
| – | 850,000 | 12 | 5 | 4 | 3 | 2 | 1 |
| – | 1,100,000 | 11 | 5 | 4 | 3 | 2 | 1 |
| – | 1,350,000 | 10 | 5 | 4 | 3 | 2 | 1 |
| – | 1,600,000 | 9 | 5 | 4 | 3 | 2 | 1 |
| – | 1,850,000 | 8 | 5 | 4 | 3 | 2 | 1 |
| – | 2,100,000 | 7 | 5 | 4 | 3 | 2 | 1 |
| – | 2,350,000 | 6 | 5 | 4 | 3 | 2 | 1 |
| – | 2,600,000 | 5 | 5 | 4 | 3 | 2 | 1 |
| – | 2,850,000 | 4 | 5 | 4 | 3 | 2 | 1 |
| – | 3,100,000 | 3 | 8 | 4 | 3 | 2 | 1 |
Sylvan Elves
Sylvan Elves can choose to advance as wizards after 10th level instead of Warriors. If they do so follow this chart. An Elf that does this, must seek out the keeper of the Tree of Life to learn from them.
Alternatively, an Elf of 10th level may apprentice as a Tree Keeper, and learn more spells as below, but have access to Tree keeper specialty Spells. Unfortunately, this means their adventuring life will be over, as Tree Keepers care for the Tree of Life in their community and do not wander.
| Level | Experience | THAC0 | Lv 1 Spells | Lv 2 Spells | Lv 3 Spells | Lv 4 Spells | Lv 5 Spells | Lv 6 Spells | Lv 7 Spells | Lv 8 Spells | Lv 9 Spells |
|---|---|---|---|---|---|---|---|---|---|---|---|
| – | 850,000 | 13 | 6 | 4 | 4 | 3 | 2 | – | – | – | – |
| – | 1,100,000 | 13 | 6 | 5 | 4 | 3 | 2 | 1 | – | – | – |
| – | 1,350,000 | 13 | 7 | 5 | 5 | 4 | 3 | 2 | – | – | – |
| – | 1,600,000 | 13 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | – | – |
| – | 1,850,000 | 13 | 8 | 6 | 6 | 5 | 4 | 3 | 2 | – | – |
| – | 2,100,000 | 13 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | – |
| – | 2,350,000 | 13 | 8 | 8 | 6 | 6 | 5 | 4 | 3 | 2 | – |
| – | 2,600,000 | 13 | 8 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
| – | 2,850,000 | 13 | 8 | 8 | 7 | 7 | 6 | 5 | 4 | 3 | 2 |
| – | 3,100,000 | 13 | 8 | 8 | 8 | 7 | 6 | 5 | 4 | 4 | 3 |
Shadow Elves
Shadow Elves gain the choice to either expand their fighting ability OR their Magical ability, like Sylvan Elves. However, they do not need to be trained by a Tree Keeper to do so.
Shadows Elves may be born as a Shaman as well.
Shadow Elf Shaman
Shamans among the shadow elves hold an elevated status, being the worldly representatives of the Immortal Rafiel. Being a shaman is no small task, so Rafiel chooses those souls he wishes to be his shamans, and marks them in his own special way. There is no other way to “become” a shaman—if the mark is there, the character is eligible for training , but if the mark is missing, the shadow elf is out of luck. If you wish your PC to be a shaman, then she has a mark like this.
Shamans are elves, so they have the normal abilities of fighting and spellcasting as other elves, but in addition they receive shaman spells much as human clerics do. Naturally, level advancement level takes longer for a shaman because of her extra responsibilities and powers.
Besides the special birthmark signifying the character’s status, each shaman, before she is qualified to receive spells, must acquire a soul crystal. When your character is ready for this step, your DM will provide you—perhaps with other players—with a quest adventure to realize this goal. Over a career, a shaman might acquire many of these holy gems— if the character is true to the Way of the Shaman, and if Rafiel guides her!
Physical Description: As already noted, all shadow elf shamans have the “mark of Rafiel “—a purplish birthmark that extends over the forehead and eyes, and sometimes other parts of the face, in a symmetrical design. An unusually high percentage of shadow elf shamans are female—about 70% – so you might consider playing a female character, too, if you are interested in playing a shaman.
Minimum Scores and Experience Bonuses: Besides the normal minimum Intelligence score of 9, a shaman must also have a Wisdom score of at least 9. If both her Wisdom and Intelligence are 13 or
more, the shaman gains an Experience bonus of 5%. If her Wisdom is 16 or more, and her Intelligence is 13 or more, her Experience Bonus is 10%.
Special Abilities: The main special ability of the shadow elf shaman (besides those abilities that all shadow elves have) is the powerful spells that Rafiel grants. These make the shaman a powerful force against those outsiders who would interfere with the happiness of the shadow elves. No spell can be granted, or subsequently cast, unless the character is in possession of a soul crystal of the appropriate size and quality. For example, some soul crystals are “first-level” crystals; a shaman having one of these could meditate and receive first-level spells, and cast these, but could not receive any higher spells. The first soul crystal your shaman finds will most likely be one of these. When you are ready to cast higher-level spells—time for another quest!
Special Attacks: Shaman characters are not allowed to improve in combat ability past the 10th level of experience, nor are they eligible to use the Combat Options for Fighters or multiple attacks.
Level Advancement: The Experience Points gained by a shaman character must be split between her normal advancement and the additional XP needed to advance as a shaman. The player can divide these points as she wishes, but the level of shaman can never exceed the regular level. Also, notice that to become a 1st-level shaman requires 2,000 XP. The character must adventure for a while as a 1st-level shadow elf to earn these points; only after she has achieved them is she invested as a shaman of Rafiel.
Spells: Shaman spells are gained the way clerics gain their spells: The character meditates and Rafiel grants the spells that Rafiel thinks the character has earned.
| Level | Experience | Lv 1 Spells | Lv 2 Spells | Lv 3 Spells | Lv 4 Spells | Lv 5 Spells | Lv 6 Spells | Lv 7 Spells |
|---|---|---|---|---|---|---|---|---|
| 1 | +2,000 | 1 | – | – | – | – | – | – |
| 2 | +3,000 | 2 | – | – | – | – | – | – |
| 3 | +4,000 | 2 | 1 | – | – | – | – | – |
| 4 | +8,000 | 2 | 2 | – | – | – | – | – |
| 5 | +16,000 | 2 | 2 | 1 | – | – | – | – |
| 6 | +32,000 | 3 | 2 | 1 | – | – | – | – |
| 7 | +60,000 | 3 | 3 | 1 | – | – | – | – |
| 8 | +125,000 | 3 | 3 | 2 | – | – | – | – |
| 9 | +200,000 | 3 | 3 | 2 | 1 | – | – | – |
| 10 | +300,000 | 4 | 3 | 2 | 1 | – | – | – |
| 11 | +425,000 | 4 | 4 | 2 | 1 | – | – | – |
| 12 | +550,000 | 5 | 4 | 3 | 2 | – | – | – |
| 13 | +675,000 | 5 | 4 | 3 | 2 | 1 | – | – |
| 14 | +800,000 | 5 | 4 | 4 | 3 | 1 | – | – |
| 15 | +925,000 | 6 | 5 | 4 | 3 | 2 | – | – |
| 16 | +1,050,000 | 6 | 5 | 4 | 3 | 2 | 1 | – |
| 17 | +1,175,000 | 7 | 5 | 4 | 4 | 3 | 2 | – |
| 18 | +1,300,000 | 7 | 6 | 4 | 4 | 3 | 2 | – |
| 19 | +1,425,000 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
| 20 | +1,550,000 | 8 | 6 | 5 | 5 | 4 | 2 | 1 |
| 21 | +1,675,000 | 8 | 7 | 5 | 5 | 4 | 3 | 2 |
| 22 | +1,800,000 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |

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