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1.2.6 Elf


    You have left the amaranthine elflands behind to sense time the way mortals do – To experience the new and unexpected, to change and grow for a time. Naturally graceful, you are adept at combat, magic and many other things. Over countless years, your dabbles equal the life’s work of many mortal men What next takes your fancy can’t be guessed at, for elves do not them-selves know, nor care, where their whims take them.

    Elf Level Title Proficiency Bonus Features Cantrips Known Spells Known
    1st Scout/Keeper +2 Darkvision, Fey Ancestry, Trance, Elven Archery, Spellcasting 3 4
    2nd Warrior/Medium +2 Jack of All Trades, Fey Step 3 5
    3rd Weaponmaster/Seer +2 Feel of the Wild 3 6
    4th Hero/Conjurer +2 Ability Score Improvement I 4 7
    5th Bladesinger/Magician +3 Bladesong 4 8
    6th Warden/Diviner +3 Magical Secrets I 4 10
    7th Champion/Enchanter +3 Bow Whistling 4 11
    8th Superhero/Incanter +3 Ability Score Improvement II 4 12
    9th Lord/Thaumaturgist +4 Dancing Blade 4 13
    10th +4 Magical Secrets II 4 15


    Hit Dice: 1d8 per level

    Hit Points at 1st Level: 8 + Con modifier

    Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per level after 1st.

    Ability Score Increase: Your Dexterity score increases by 2 and your Charisma by 1.

    Size: Elves are from 5 6 feet tall with slender builds. Your size is Medium.

    Speed: Base walking speed is 30 feet.

    Armor: Light and medium armor, shields.

    Weapons: Simple weapons, martial finesse weapons, longbow.

    Equipment: You start with the following equipment:

    • (a) traveler’s clothes, chain shirt, shortbow, 20 arrows or (b) fine clothes, leather armor, longbow, 20 arrows
    • (a) broadsword (or rapier) and buckler or (b) two scimitars
    • an explorer’s pack and 10 gp

    Alignment: Elves are typically neutral or chaotic.

    Languages: You speak, read, and write Common and Elven.

    Proficiency Area: You are skilled in poetry, guile and wit, faerie lore, woodsmanship and knowledge both arcane and druidic.

    1st Level Abilities


    You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness.

    Fey Ancestry

    You have advantage on saving throws against being charmed. Magic can’t put you to sleep.


    Elves meditate instead of sleeping, remaining semiconscious, for 4 hours a day, and gain the same benefits from this a human does from 8 hours of sleep.

    Elven Archery

    Foliage and woodland obscuration does not count as cover for your archery. Whenever you have advantage on an attack roll made with a bow, you may roll three d20s instead of two.


    The Elf Spell Slots per Level table shows your spell slots. To cast a spell, you must know the spell and expend a slot of the spell’s level or higher. You regain all expended spell slots after a long rest.

    The Spells Known column of the Elf table shows when you learn more Elf spells of your choice. Each of these spells must be of a level for which you have spell slots.

    When you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Elf spell list. which also must be of a level for which you have spell slots.

    Elf Spell Slots per Level Elf Level
    1st 2nd 3rd 4th 5th
    1st 2
    2nd 3
    3rd 4 2
    4th 4 3
    5th 4 3 2
    6th 4 3 3
    7th 4 3 3 1
    8th 4 3 3 2
    9th 4 3 3 3 1
    10th 4 3 3 3 2

    Elf spells comprise all druid spells and all magic-user spells from the divination, transmutation and enchantment schools. Elves may never learn or cast Resurrection or Raise Dead.

    Spellcasting Ability

    Charisma is your spellcasting ability, used whenever a spell refers to your spellcasting ability. Use your Cha modifier when setting a saving throw DC for a spell or making an attack roll with one.

    Spell save DC = 8 + proficiency bonus + Cha

    Spell attack modifier = proficiency bonus + Cha


    You know 3 cantrips of choice from the Elf spell list.

    2nd Level Abilities

    Jack of All Trades

    You add half your proficiency bonus, rounded down, to any ability check that doesn’t already include your proficiency bonus.

    Fey Step Once per rest, you can cast the Misty Step spell. This does not use a spell slot.

    3rd Level Abilities

    Feel of The Wild

    Dense forest and foliage does not count as difficult terrain for you. You can skulk through woodlands during overland travel without lowering your travel pace.

    When in woodlands, you may take the Hide action as a bonus action and may attempt to hide even when only lightly obscured by woods or underbrush.

    4th Level Abilities

    Ability Score Improvement I

    Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

    5th Level Abilities


    If you are unencumbered and hit an creature with a finesse weapon, that creature has disadvantage on all attacks against you until your next turn, so long as you are still holding your weapon.

    6th Level Abilities

    Magical Secrets I

    You learn two spells of your choice from any spell list. The spells must be of a level you can cast, as shown on the Elf table, or a cantrip.

    The chosen spells count as Elf spells for you and are included in the Spells Known column of the Elf table.

    7th Level Abilities



    When you make a ranged attack with a bow and miss, you may expend your bonus action to make another attack against a different target, by magically re-directing the arrow still in flight.

    8th Level Abilities

    Ability Score Improvement II

    Same as the 4th level Ability Score Improvement.

    9th Level Abilities

    Dancing Blade If you are unencumbered and have advantage on an attack with a finesse weapon on your turn, you can opt to forfeit that advantage and instead use your bonus action to gain a possible extra attack with that weapon.

    If your first attack hits, you can make an extra attack with the same weapon. If the first attack misses, you do not get an extra attack. In either case, you still forfeit your advantage and use your bonus action for the turn.

    10th Level Abilities

    Magical Secrets II

    You learn two additional spells of your choice from any class.