steeldragons
Steeliest of the dragons
5e Racial Class
The Elf
You are unusual, even among the otherworldly grace, wisdom, agility and beauty of your kind. Your natural talents in combat and the weaving of magic are only met by your curiosity and daring to explore and experience the "outer world" of other [lesser?] non-elf beings. With the benefit of your elvin training and skill, you revel in the hunt and marvel in discovery of the mundane and magical. True to the enlightened ideals of your people, evil encountered anywhere is to be sought out and thwarted. Any threat to elf-kind must be utterly destroyed. You have traditional ability in blade and bow and more than capable in the practice of magic. With these special talents you will overcome any obstacle, foreign or marvelous, in this great wider world of Men and monsters.
Class Features
Hit Points: d8
Proficiencies: Armor: Light, Medium, Shields. Weapons: Any. Tools: Choose 1 type of artisan weapons.
Saves: Int. & Dex.
Skills: Choose 2 of the following: Acrobatics, Arcana, History, Nature, Perception, Survival.
Equipment: chainmail or leather with short bow and 20 arrows
- a long sword & shield or quarterstaff & dagger
- spell component pouch or spellcasting focus
- explorer's pack or scholar's pack.
Racial Traits:
Agility & Acuity: You begin play with +2 to your Dex. or Int. and apply +1 to the other.
Darkvision: 60'
Keen Senses: You have proficiency and advantage on rolls with the Perception skill.
Fae Ancestry: You have advantage on saves against enchantment effects and magic can not put you to sleep.
Languages: Common, Elvin, Dwarf, Goblin, Orc, +1 of choice per point of Intelligence modifier.
At 1st level:
Spellcasting: As an elf, magic is part of your being, you have no difficulties casting arcane spells while wearing armor. You must have at least one hand free to cast spells. You follow the casting, preparation and progression rules, including requiring a spellbook for study, of the Wizard class. At 1st level you begin play with a spellbook containing 4 cantrips and 3 1st level spells of your choice. You ability for casting your spells is Intelligence. [EDIT: Since every other class with spells in 5e has its own spell list, I suppose it's only fair] You choose spells from the Elf Spell list. [/EDIT]
Elven Weapon training: You are proficient with long and short swords, and long and short bows.
At 2nd level:
Fighting Style: The elf chooses one of the following styles of fighting as their specialty: Archery, Dueling, Protection, Two-weapon Fighting.
Nature's Step: Your base walk speed increases to 35' and you have advantage on Stealth rolls within natural terrain (woodlands, fields, swamps, etc...).
At 3rd level:
Elven Archetype: You may choose 1 of the following areas to specialize your training: Fighter: Champion , Fighter: Battlemaster, Ranger: Hunter, Wizard: Enchantment, Wizard: Divination, or Wizard: Illusion. You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward.
Action Surge: as the Fighter ability.
At 4th level:
Ability Score Improvement: +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal.
Boon of the Light: You are immune to the paralysis of ghouls and have resistance to necrotic energy damage.
At 5th level:
Extra Attack: as the Fighter feature.
Mask of the Wild: as the Wood elf feature.
Heavy Armor Proficiency: you have proficiency, and can cast spells, in Heavy armor as long as a) it is made by elves; b) made for elves; or c) is magical armor in/of itself.
At 6th level:
Land's Stride: as the Ranger feature.
At 8th level:
Ritual Casting: as the Wizard feature.
At 10th level:
Indomitable: as the Fighter ability.
Vanish: as the Ranger ability.
Higher level Abilities: At your DM's option, the Elf does not receive Spell Mastery (18th) of a full Wizard, but does gain Signature Spells (at 20th).
The Elf
You are unusual, even among the otherworldly grace, wisdom, agility and beauty of your kind. Your natural talents in combat and the weaving of magic are only met by your curiosity and daring to explore and experience the "outer world" of other [lesser?] non-elf beings. With the benefit of your elvin training and skill, you revel in the hunt and marvel in discovery of the mundane and magical. True to the enlightened ideals of your people, evil encountered anywhere is to be sought out and thwarted. Any threat to elf-kind must be utterly destroyed. You have traditional ability in blade and bow and more than capable in the practice of magic. With these special talents you will overcome any obstacle, foreign or marvelous, in this great wider world of Men and monsters.
Class Features
Hit Points: d8
Proficiencies: Armor: Light, Medium, Shields. Weapons: Any. Tools: Choose 1 type of artisan weapons.
Saves: Int. & Dex.
Skills: Choose 2 of the following: Acrobatics, Arcana, History, Nature, Perception, Survival.
Equipment: chainmail or leather with short bow and 20 arrows
- a long sword & shield or quarterstaff & dagger
- spell component pouch or spellcasting focus
- explorer's pack or scholar's pack.
Racial Traits:
Agility & Acuity: You begin play with +2 to your Dex. or Int. and apply +1 to the other.
Darkvision: 60'
Keen Senses: You have proficiency and advantage on rolls with the Perception skill.
Fae Ancestry: You have advantage on saves against enchantment effects and magic can not put you to sleep.
Languages: Common, Elvin, Dwarf, Goblin, Orc, +1 of choice per point of Intelligence modifier.
At 1st level:
Spellcasting: As an elf, magic is part of your being, you have no difficulties casting arcane spells while wearing armor. You must have at least one hand free to cast spells. You follow the casting, preparation and progression rules, including requiring a spellbook for study, of the Wizard class. At 1st level you begin play with a spellbook containing 4 cantrips and 3 1st level spells of your choice. You ability for casting your spells is Intelligence. [EDIT: Since every other class with spells in 5e has its own spell list, I suppose it's only fair] You choose spells from the Elf Spell list. [/EDIT]
Elven Weapon training: You are proficient with long and short swords, and long and short bows.
At 2nd level:
Fighting Style: The elf chooses one of the following styles of fighting as their specialty: Archery, Dueling, Protection, Two-weapon Fighting.
Nature's Step: Your base walk speed increases to 35' and you have advantage on Stealth rolls within natural terrain (woodlands, fields, swamps, etc...).
At 3rd level:
Elven Archetype: You may choose 1 of the following areas to specialize your training: Fighter: Champion , Fighter: Battlemaster, Ranger: Hunter, Wizard: Enchantment, Wizard: Divination, or Wizard: Illusion. You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward.
Action Surge: as the Fighter ability.
At 4th level:
Ability Score Improvement: +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal.
Boon of the Light: You are immune to the paralysis of ghouls and have resistance to necrotic energy damage.
At 5th level:
Extra Attack: as the Fighter feature.
Mask of the Wild: as the Wood elf feature.
Heavy Armor Proficiency: you have proficiency, and can cast spells, in Heavy armor as long as a) it is made by elves; b) made for elves; or c) is magical armor in/of itself.
At 6th level:
Land's Stride: as the Ranger feature.
At 8th level:
Ritual Casting: as the Wizard feature.
At 10th level:
Indomitable: as the Fighter ability.
Vanish: as the Ranger ability.
Higher level Abilities: At your DM's option, the Elf does not receive Spell Mastery (18th) of a full Wizard, but does gain Signature Spells (at 20th).
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