Elvish

Common Elvish Traits

 * Ability Score Increase: +2 Dexterity
 * Racial Traits:
 * 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.
 * Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.
 * Keen Senses - You have proficiency in the Perception skill.
 * Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of 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.

Dark Elf (Drow)

 * Ability Score Increase: +1 Charisma
 * Racial Traits:
 * Drow Magic - You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per long rest. When you reach 5th level, you can also cast the darkness spell once when you finish a long rest. Charisma is your spellcasting ability for these spells.
 * Drow Weapon Training - You have proficiency with rapiers, shortswords, and hand crossbows.
 * Sunlight Sensitivity - You 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.
 * Superior Darkvision - Your darkvision has a radius of 120 feet.
 * Weapon Proficiencies: Rapier, Shortsword, Hand Crossbow
 * Favorable Classes: Bard, Monk, Ranger, Rogue, Sorcerer, Warlock

Eladrin

 * Ability Score Increase: +1 Charisma
 * Racial Traits:
 * Fey Step - 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 short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
 * 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.
 * 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.
 * 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 Charisma modifier (minimum of 1 damage).
 * 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.
 * Favorable Classes: Bard, Monk, Ranger, Rogue, Sorcerer, Warlock

High Elf

 * Ability Score Increase: +1 Intelligence
 * Racial Traits:
 * Cantrip - You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
 * 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.
 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
 * Extra Language: You can speak, read, and write one extra language of your choice.
 * Weapon Proficiencies: Shortbow, Longsword, Shortsword, Longbow
 * Favorable Classes: Artificer, Monk, Ranger, Rogue, Wizard

Pallid Elf

 * Ability Score Increase: +1 Wisdom
 * Racial Traits:
 * Blessings of the Moon Weaver - You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.
 * Incisive Sense - You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
 * Favorable Classes: Cleric, Druid, Monk, Ranger, Rogue

Sea Elf

 * Ability Score Increase: +1 Constitution
 * Racial Traits:
 * Child 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
 * Friend of the Sea - You have a swimming speed of 30 feet, and you can breathe air and water.
 * Sea Elf Training - You have proficiency with the spear, trident, light crossbow, and net.
 * Weapon Proficiencies: Light Crossbow, Net, Spear, Trident
 * Favorable Classes: Barbarian, Fighter, Monk, Ranger, Rogue, Sorcerer

Shadar-Kai

 * Ability Score Increase: +1 Constitution
 * Racial Traits:
 * 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 the start of your next turn. During that time, you appear ghostly and translucent.
 * Necrotic Resistance - You have resistance to necrotic damage.
 * Favorable Classes: Barbarian, Fighter, Monk, Ranger, Rogue, Sorcerer

Wood Elf

 * Ability Score Increase: +1 Wisdom
 * Racial Traits:
 * 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.
 * Weapon Proficiencies: Shortbow, Longsword, Shortsword, Longbow
 * Favorable Classes: Cleric, Druid, Monk, Ranger, Rogue