Elf

Elves are pointy-eared fair-folk that track their lineage back to the enigmatic fey. They exist intune with both magic and nature.

Common Cultures: Artistic, Collegiate, Cosmopolitan, Feywild, High Elf, Imperial, Itinerant, Magocracy, Natural, Wild, Wood Elf

Ancestry Traits

Size. Your size is Medium.
Speed. 30 ft.

Darkvision (1 point).
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Trance (1 point).
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. Whenever you finish this trance, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next Long Rest.
Fey Ancestry (1 point).
You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Senses (1 point).
You have proficiency in the Insight, Investigation, or Perception skill.

Paragon Options

Elfsight

Nature cannot block the legendary accuracy of your people. You gain the following benefits:

  • An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose Disadvantage on your ability checks relying on sight.
  • Attacking at long range doesn't impose Disadvantage on your ranged weapon attack rolls.

Elven Accuracy

Whenever you have Advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Magic Resistance

You have Advantage on saving throws against spells and other magical effects.

Prophetic Instincts

Your ability to detect danger is supernatural, and sometimes see divergent possibilities by seeing a few moments into the future. You gain the following benefits:

  • You can’t be Surprised except when Incapacitated by something other than nonmagical sleep.
  • When you finish a Long Rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. Your foretelling roll can be used only once. When you finish a Long Rest, you lose your foretelling roll if it is unused.