← Back to Characters

Elf

Species

Creature Type Humanoid

Size Medium

Speed 30 feet

Traits

Darkvision (60 ft.)

You have Darkvision with a range of 60 feet.

Elven Lineage

You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineages Drow Level 1. The range of your Darkvision increases to 120 feet. You also know the cantrip. Level 3. Level 5. High Elf Level 1. You know the cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Level 3. Level 5. Wood Elf Level 1. Your Speed increases to 35 feet. You also know the cantrip. Level 3. Level 5. Pass without Trace Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Fey Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses

You have proficiency in the Insight, Perception, or Survival skill.

Trance

You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elven Lineage: Drow

LVL 1Darkvision (120 ft.)

You have Darkvision with a range of 120 feet.

LVL 1Dancing Lights

You know the spell .

LVL 3Faerie Fire

You know the spell .

LVL 5Darkness

You know the spell .

Elven Lineage: High Elf

LVL 1High Elf: Cantrip Versatility

You know the cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.

LVL 3Detect Magic

You know the spell .

LVL 5Misty Step

You know the spell .

Elven Lineage: Wood Elf

LVL 1Wood Elf: Movement Speed Increase

Your Movement Speed increases to 35 feet.

LVL 3Longstrider

You learn the spell .

LVL 5Pass without Trace

You learn the spell Pass without Trace.

Source: System Reference Document 5.2 (CC-BY-4.0).

Dancing Lights

Evocation cantrip

Casting Time 1 action

Range 120 feet

Components V, S, M (A bit of phosphorus or wychwood, or a glowworm)

Duration Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Open spell page →

Faerie Fire

1st-level evocation

Casting Time 1 action

Range 60 feet

Components V

Duration Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Open spell page →

Darkness

2nd-level evocation

Casting Time 1 action

Range 60 feet

Components V, M (Bat fur and a drop of pitch or piece of coal)

Duration Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Open spell page →

Prestidigitation

Transmutation cantrip

Casting Time 1 action

Range 10 feet

Components V, S

Duration 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Open spell page →

Detect Magic

1st-level divination (ritual)

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Open spell page →

Misty Step

2nd-level conjuration

Casting Time 1 bonus action

Range Self

Components V

Duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Open spell page →

Druidcraft

Transmutation cantrip

Casting Time 1 action

Range 30 feet

Components V, S

Duration Instantaneous

Whispering to the spirits of nature, you create one of the following effects within 'range':

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Open spell page →

Longstrider

1st-level transmutation

Casting Time 1 action

Range Touch

Components V, S, M (A pinch of dirt)

Duration 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.

Open spell page →