Elf

Elves were first seen approximately 700 years ago, emerging from the Tov forest, followed in short succession by the gnomes, goblins, and hobgoblins, and many other Fey species. This event came to be known as the Convergence.

The Dream

Rather than sleeping, elves engage in a form of meditative trance. During these trances, elves may see glimpses from the memories of other elves. These glimpses may be simple, such as emotions, or senses like smells, and general sounds. This limited collective memory is commonly referred to as the Dream. Older elves, with significantly more experience, may be able to extract useful information from the Dream, such as more complete memories, or memories from another specific elf. This process is incredibly difficult and is rarely reliable, though.
While elves do not grow old physically, as they age and become more and more in tune with the Dream, they may find it more and more difficult to extract themselves from it. Past a certain age, usually six centuries or so, an elf may not be able to return from their trance. Such an elf is considered to have rejoined the Dream. Such elves may still be kept alive by others, even in this meditative state, as experienced elven sages may still be able to commune with the elf's mind while in the Dream.

High Elf

Called Aredrin in the Elvish tongue, the high elves traveled west following the Convergence, founding city of Léas, or Shimmer in the common tongue, named for the glimmer of sunlight on the water as the sun set. High elves carry on a strong tradition of arcane magic, with most receiving some degree of training in the arcane from a young age.

Wood Elf

Doiredrin, or the wood elves, are those who traveled south after the Convergence, with many settling in Eastport and its neighboring towns. Compared to their high elf cousins, wood elves maintained a stronger connection with nature. While not every wood elf may use arcane magic, they are unparalleled in traversing the world's forests.

Eladrin

The Eladrin comprise the elves who did not make the journey from the Feywild to the material plane. As such, they are rare, but not impossible, to see. Their connection with the Feywild allows them to maintain an attunement to one of the four seasons.

Drow

The Drow are an enigmatic race of elves to many. After the Convergence, they descended into the earth where they settled in the Underdark.

Characteristics

Elves tend to be slightly leaner and taller than humans, with pointed ears. While they do not visually age, it is a misconception that elves are immortal. As elves grow older, they spend more and more of their time in meditative trances. After about six centuries, an elf may find it incredibly difficult to return to reality from their trance.
Their lean builds predispose many elves towards having high Dexterity scores. The early magical training that high elves undergo can lead many to have high Intelligence scores, while wood elves' deeper connection to nature results in high Wisdom scores. Both the Eladrin and Drow typically have high Charisma scores.
With their long lives, a dedicated elf may well become the the preeminant expert in the world in their specific domain. Elven craftsmen number among the finest in the world, rivaled only by the dwarves and gnomes.

Elf

Languages. You can speak, read, and write Common and Elvish.
Size. Your size is Medium.
Speed. Your base movement speed is 30 feet.
Darkvision. Elves are well-known for their sharp senses, and many elves prefer to live their lives under the moon and starlight. You have Darkvision extending to 60 feet.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and to end the Charmed condition on yourself. Additionally, magic cannot put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for half as long as normally required. Meditating in this fashion does not reduce the time required to complete a long rest.

High Elf

Arcane Talent. You know one cantrip from the Wizard spell list. You may choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for the cantrip when you pick this race.
Commune. You have learned to commune with the minds of other elves while in meditation. When you complete a long rest using your Trance feature, you may pick one skill to have proficiency in. This proficiency lasts until your next long rest.

Wood Elf

Fleet of Foot. Your movement speed is increased by 5 feet and you may travel stealthily through wooded regions at regular pace.
One with Nature. You have advantage on Stealth checks made in wooded areas, and on Acrobatics checks made to climb in trees.
Elven Combat Training. You have proficiency with shortswords, longsword, shortbows, longbows, and light armor.

Eladrin

Creature Type. You count as both a Fey and a Humanoid.
Seasonal Affinity. At the end of every long rest, you may choose to attune yourself to one of the four seasons, gaining the benefits of a season listed below.
Summer. You gain resistance to fire damage.
Autumn. When you are hit by an attack, you may use your reaction to force the attacker to take necrotic damage equal to your Charisma. You may use this feature a number of times per long rest equal to your proficiency bonus.
Winter. You gain resistance to cold damage.
Spring. When you expend hit dice to heal yourself, you regain additional hit points equal to your Charisma score.
Extra Language. You can speak, read, and write Sylvan.
Fey Soul. Your native plane is the Feywild, and if you are banished, you will return to the Feywild.

Drow

Extra Language. You can speak, read, and write Undercommon.
Cloak of Shadows. You know the invisibility spell and may cast it once per long rest without expending a spell slot. You may cast it additional times afterward, expending a spell slot as normal.
Elven Combat Training. You have proficiency with shortswords, longsword, shortbows, longbows, and light armor.

Feats

The following feats are available exclusively to elf characters:

Dreamseer

Prerequisite: Elf
Cost: 4 feat points
You have learned to traverse the Dream while you meditate. When you use your Trance feature to perform a long rest, you may cast the legend lore spell once during your trance.
If you cast legend lore in this way, the spell does not require any components. However, because you spent your rest communing with the Dream, you do not gain the benefits of a long rest. Furthermore, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Elven Accuracy

Prerequisite: Elf
Cost: 1 feat point
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you may roll three dice instead of two, and pick the highest.

Fey Step

Prerequisite: Eladrin
Cost: 2 feat points
You learn the misty step spell and may cast it a number of times equal to your proficiency bonus without expending a spell slot. You regain all uses after a long rest, and you may pick Intelligence, Wisdom, or Charisma as your spellcasting ability for this spell.
Additionally, when you cast misty step in this way, it gains an additional effect based on your current seasonal affinity:
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus (minimum of 1 damage).
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.