Ability Scores: +2 to two ability scores of choice.
Starting Languages: Thalassian and Common
Additional Languages: Demonic, Dwarven, Draconic, Gnomish, Gutterspeak, Orcish, Taurahe, Zandalari
Senses: Low-Light Vision
Arcane Warding: Spell resistance of 11 +HD
Arcane Focus: +2 racial bonus on concentration checks made to cast arcane spells defensively.
Terrain Stride (Forest): Can move through difficult forest terrain without penalty.
Mana Seeker: All high elves feel the need to consume mana to counteract their addiction, especially when away from their homeland. As such, they are naturally attuned to finding it and may cast Detect Magic at will.
Radiant Beauty: High elves are said to be the most beautiful creatures on all of Azeroth… and they know it. +1 to spells and spell-like abilities from the enchantment school, Wis of 15 or higher may use Charm person 1/day
Natural Magic: High Elves with an INT of 11 or higher gain comprehend languages, prestidigitation, detect poison, and read magic 1/day
All high elves start with an arcane pool equal to 4+HD. This represents the magical addiction that all high elves struggle with. If at any time their arcane pool reaches 0, every day without magical sustenance results in a cumulative -1 to their Int score. If the addiction is not fed and the total Int ability SCORE reaches 5, then the elf starts to become wretched, at which time the intellect drain stops, but other penalties begin. Every day they must make a Will save (DC 10) to avoid becoming wretched, with an increasing +2 to the DC for every day that they make the save. As well, each day that the addiction is not fed, the amount of mana needed to restore the arcane pool doubles (day one requires twice as much, day two requires four times as much, etc). If they fail, they are no longer in control of their faculties and are under the control of the DM.
Restoring arcane energy can be accomplished one of two ways. Killing a creature of at least CR 1 that is capable of casting magic or has spell-like abilities will gain back 1 APP per HD the creature possesses. Alternatively, any character capable of casting spells of at least level 1 can burn a daily spell slot or use of a spell-like ability to store the spell’s energy within a crystal focus. The cost of a focus for a level 1 spell is at least 20 gold, and doubles for every spell level above that (level 2 is 40 gold, level 3 is 80 gold, etc). When the spell and its energy are consumed, the crystal focus is destroyed.