Monday, April 1, 2019

B/X-5 Design Log: Revised Elf

In creating B/X-5, a 5th Edition  homage to early D&D, I've tried to stay close to the spirit of the early Basic box sets. As such, I've tried to model Race-as-Class in such a way that would make sense within the bounds of D&D 5th Edition, giving them a familiar flavor of B/X while making them mechanically similar to a 5th Edition class. You can read more about B/X-5 here. Without further ado, the Elf. (No, this is not an April Fool's joke).


Source: Wizards of the Coast
Elves are human-like fey whose origins are wrapped in myth and legends. Elves have a strong magical tie to Feydheim, a plane of existence where nature and magic exist in a chaotic union. Because of this, they live in close harmony with nature -- their cities and dwellings often interwoven with their natural surroundings rather than carved from them. This Fey ancestry also extends their lives well past most other mortal humanoids.

Elves have a reputation for being haughty, aloof, or reclusive, but that is largely due to a misunderstanding their culture. Due to their extended lifespan, they harbor a perspective much different than most other sentient beings. Most other creatures live and die at a frenetic pace as compared to Elves, and as such, they are ambivalent in becoming emotionally involved with those who pass quickly from the world.

Elves also do not comprehend the tendency toward specialization by other humanoids. Due to their long lives, Elves have time to pursue the martial and arcane arts at leisure. To only use magic, or to only brandish a sword in combat is a concept alien to an Elf. To them, it is akin to going into battle with one hand tied. They wield swords, bows, and magic in equal measure. As such, there is no such thing as an "Elven Fighter" or "Elven Wizard"... They are just Elves, utilizing their martial and arcane arts together.

Elves do not worship individual gods as much as they venerate the pantheon of Elvish deities. The gods of Elves, whether good or evil, all represent aspects of the Elvish existence. Even "good" Elves will pay homage to the "evil" Elven gods, depending upon the needs of the individual or the customs of a particular religious ceremony. Elvish morality and ethics are a bit more complex than what one might witness or understand as an outsider.

Elf 


Genus Traits
Ability Scores. +2 to either Wisdom or Dexterity. +1 to one other ability score.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed or paralyzed, and magic cannot put you to sleep.
Innate Detection. You gain Advantage on Investigation or Perception rolls related to finding secret or concealed doors.
Low Light Vision. You can see in dim light within 60 feet of you as if it were normal light. In non-magical darkness, you can see the outlines or silhouettes of creatures and objects within 20’.
Natural Stealth. You gain advantage on Stealth checks in outdoor or similar natural environments.
Languages. You can speak, read, and write Common and Elvish.

Class Traits
Hit Dice. 1d8 per level
Armor. Light or Medium non-metal armors, or Elven Chain. Wooden shields.
Weapons. Simple weapons, martial weapons.
Spell Casting. Your spell casting bonus is based upon your Wisdom ability bonus.
Cantrip Recovery. During a short rest, recover 0th level slots equal to ½ your level (rounded up).
Combat Specialization. At 1st level, Elves may select one combat specialization: Archer, Duelist, or Two-Weapon Fighter.
Saving Throws. Wisdom, Charisma


Level
Bonus
Features
Cantrips
Known
Spells
Known
0th*
1st
2nd
3rd
1st
+2
Combat Specialization, Cantrips
2
̶
3
̶
̶
̶
2nd
+2
Spellcasting, Cantrip Recovery
2
2
3
2
̶
̶
3rd
+2
Natural Explorer
3
3
3
3
̶
̶
4th
+2
Ability Score +2, Specialization Talent**
3
3
4
3
̶
̶
5th
+3
Primeval Awareness
3
4
4
4
2
̶
6th
+3
Extra Attack
3
4
4
4
2
̶
7th
+3
Natural Explorer
4
5
5
4
3
̶
8th
+3
Ability Score +2, Specialization Talent**
4
5
5
4
3
̶
9th
+4
Land's Stride
4
6
5
4
3
2
10th
+4
Natural Explorer
4
6
6
4
3
2
11th
+4
Hide in Plain Sight
5
7
6
4
3
3
12th
+4
Ability Score +2, Specialization Talent**
5
7
6
4
3
3

** Specialization Talents are like mini-feats, giving a small bump to a PC's melee, ranged, or spell abilities. They are less powerful than 5th Edition Feats, so B/X-5 classes get the full ability score bump in additional to the Talent.


Elf Spell List

Cantrips
1st Level
2nd Level
3rd Level
Arcane Flame Blade
Dancing Lights
Light
Lightning Lash
Mending
Produce Flame
Ray of Frost
Resistance
Shillelagh
Sweeping Blades
Befriend Animal
Charm Person
Cure Wounds
Create or Destroy Water
Detect Magic
Detect Poison/Disease
Ensnaring Strike
Entangle
Faerie Fire
Fog Cloud
Hail of Arrows
Hunter’s Quarry
Jump
Purify Food and Drink
Speak with Animals
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Flame Blade
Gust of Wind
Heat Metal
Lesser Restoration
Locate Animals/Plants
Magic Weapon
Moonbeam
Pass without Trace
Protection from Poison
Spider Climb
Spike Growth
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Nondetection
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall

For more about B/X-5, such as my variants on Combat Specialization, Healing, and old school resource management, view my B/X-5 work-in-progress document here.


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