Elves are a reclusive people who make their homes in secluded forest enclaves far from the trials and tribulations of others. They organize into feudal monarchies with a democratic senate of elders. They’re slightly taller than humans, but more slender with longer, sharper ears. They’re long lived, the oldest among them living more than 300 years. They have an innate affinity with magic and the natural world. They are also renowned for their exquisite arts, craftsmanship, as well as skill on the battlefield.
Hit Dice: Elves gain +1d6 hit die per level.
Restrictions: Elves cannot wear armor made with metal, including studded leather, chainmail, ring mail, field plate, or full plate mail armor. They can wield any weapon and use shields.
Alignment: Most elves are neutral which gives their people a reputation for being aloof and unconcerned with the struggles of humanity, preferring to protect their own secluded territories over getting involved in the affairs of others. A chaotic elf may use their magical abilities and cunning for personal gain, and may not hesitate to manipulate others. Lawful elves are rare and most often will have devoted themselves to a strict code of ethics, perhaps as a guardian of an ancient place or a sworn protector of the weak and innocent.
ELF EXPERIENCE LEVEL TABLE
| Level | Title | XP | HD | Attack Bonus | Cunning |
| 1 | Veteran | 0 | 1d6 | +0 | +2 |
| 2 | Warrior | 2000 | 2d6 | +1 | +2 |
| 3 | Battler | 4000 | 3d6 | +2 | +3 |
| 4 | Cavalier | 8000 | 4d6 | +2 | +3 |
| 5 | Dragoon | 16,000 | 5d6 | +3 | +4 |
| 6 | Myrmidon | 32,000 | 6d6 | +4 | +4 |
| 7 | Champion | 64,000 | 7d6 | +5 | +5 |
| 8 | Hero | 120,000 | 8d6 | +5 | +5 |
| 9 | Lord / Lady | 250,000 | 9d6 | +6 | +6 |
| 10 | High Lord / Lady | 500,000 | 10d6 | +7 | +6 |
ELF SAVING THROW TABLE
| Level | Death/Poison | Wand/Rod | Petrify/Poly | Dragon Breath | Spells/Staves |
| 1 | +3 | +2 | +3 | +0 | +1 |
| 2 | +3 | +2 | +3 | +1 | +2 |
| 3 | +4 | +3 | +4 | +1 | +2 |
| 4 | +4 | +3 | +4 | +2 | +3 |
| 5 | +5 | +4 | +5 | +2 | +3 |
| 6 | +5 | +4 | +5 | +3 | +4 |
| 7 | +6 | +5 | +6 | +3 | +4 |
| 8 | +6 | +5 | +6 | +4 | +5 |
| 9 | +7 | +6 | +7 | +4 | +5 |
| 10 | +7 | +6 | +7 | +5 | +6 |
ELF SPELLS GRANTED PER LEVEL TABLE
| Elf Lvl | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
| 1 | – | – | – | – | – | – | – | – | – |
| 2 | 1 | – | – | – | – | – | – | – | – |
| 3 | 1 | 1 | – | – | – | – | – | – | – |
| 4 | 2 | 1 | 1 | – | – | – | – | – | – |
| 5 | 3 | 1 | 1 | 1 | – | – | – | – | – |
| 6 | 3 | 2 | 1 | 1 | 1 | – | – | – | – |
| 7 | 4 | 2 | 2 | 1 | 1 | 1 | – | – | – |
| 8 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | – | – |
| 9 | 5 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | – |
| 10 | 5 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
Special Features
Spellcasting: Starting at 2nd level, an elf is able to cast arcane spells by studying and memorizing a magical formula from a book of spells which they carry with them in their travels. There is no limit to the number of spells the magic-users book can hold. Thus, elves are encouraged to seek new spells and assemble a large repertoire to bolster their abilities.
Once recorded into their spell book, the elf can memorize the spell in order to cast it. An elf is able to memorize a maximum number of spells per the table above. See Magic & Spells for more information.
Arcane Research: A magic-user can spend time and money to research new spells, identify magical items, decipher magical text, or perform other magical research. Through arcane research, a magic-user can craft arcane scrolls. See Magic & Spells for more information.
Keen Senses: Elves add their cunning to perception checks to spot secret or hidden doors or other objects, as well as listen for feint noises.
Ghoul Paralysis: Elves are immune to the effects of ghoul paralysis.
Languages: Elves start knowing their native elven language in addition to Common.
At 9th Level: If the dwarf controls a stronghold, they attract 5d6x10 dwarven warriors to serve as loyal henchmen. Any mercenaries or retainers serving under the dwarf’s command gain a +1 to loyalty/morale, as well as saving throws vs fear effects.

