“We may have been given pushes, talked to, lied to, manipulated, all of it, but we made our choices. It does me no favors, but I will not walk away from the responsibility of this. If it wasn’t a choice, what would it matter? For good or ill. What would any of this matter if this wasn’t a choice. Especially in the face of death.”

Arthak, to Nyxxa

World

Story

Spells

Organization

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Elf, Shal'dorei | World of Warcraft: Redux

This page was last edited on September 10, 2024, at 09:19 PM

Ancestry Traits

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

Superior Darkvision (1 point).
You can see in dim light within 120 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.
Sunlight Sensitivity (-1 point).
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Arcane Mind (1 point).
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Highbourne Magic (2 points).
You learn one of following cantrips: dancing lights, mage hand, minor illusion, or prestidigitation. You also learn the faerie fire spell. Starting at 3rd level, you also learn the magic aura spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this ancestry).
Keen Senses (1 point).
You have proficiency in the Insight, Perception, or Survival skill.

Paragon Options

Day Walker

You are adapted to surface life better than most of your ancestry. You gain the following benefits:

  • You ignore the penalties of the Sunlight Sensitivity trait.
  • You have advantage on saving throws you make to avoid or end the blinded condition on yourself.

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

As in the feat from Xanathar's Guide to Everything, but with the ability score increase removed.

High Magic

You learn more advanced magic of the Highbourne. You learn the detect magic spell and can cast it at will, without spending mana. You also learn the dispel magic and levitate spells. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.

You can also cast these spells using mana if you can cast spells of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).

Magic Resistance

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

Perfect Darkvision

You can see normally in darkness, both magical and nonmagical, to a distance of 300 feet.

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