Source: Wizards of the Coast |
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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