Elf Guide 5e
Published on July 15, 2020, Last modified on May 2nd, 2022
Wesley Burt - ©Wizards of the Coast - Elvish Mystic
What is this guide?
This guide is meant to give you an idea of whether or not the elf will be right for your 5e character build.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your elf. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- Black is a trait shared by many races and or will not impact the effectiveness of your character build
- Red isn’t going to contribute to the effectiveness of your character build at all
- Orange Situationally good, but a below-average option otherwise
- Green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
Tasha's Cauldron of Everything Update
Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.
What are Elves in 5e?
Source: Player's Handbook
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
Elf 5e Traits
Ability Score Increase: +2 DEX is the most common double racial bonus.
Age: Elves reach adulthood at 100 years and can live to be 750 years old.
Alignment: Elves tend to lean towards chaotic good, with the exception of Drow whom are chaotic evil more often than not.
Size: Elves are medium creatures, typically 5-6 feet tall.
Speed: 30ft walking is standard
Darkvision: 60ft
Keen Senses: Free proficiency in Perception is always welcome.
Fey Ancestry: Advantage against being charmed and being unable to be put to sleep by magic will come in handy in some tough situations.
Trance: The elf’s trance is seemingly innocuous but it is quite powerful upon closer inspection. First off, remaining semiconscious allows you to be surprised less often. Second, only having to sleep for 4 hours will allow casters (specifically Wizards, Sorcerers, and Warlocks) the ability to wake up before the rest of the party, cast a spell, and then short rest to get the spell slot back. This can be extremely powerful given the right spell and the right circumstance.
Languages: Common and Elvish
Elf 5e Subraces
Aereni High
Very similar to the PHB high elf, except the Elf Weapon Training is traded out for one skill or tool expertise.
Ability Score Increase: +1 INT is a decent ability score for INT-based casters.
Aereni Elf: Being double your proficiency bonus for a chosen skill is a straightforward but really solid pickup at 1st-level. Keep in mind that you need to have the skill or tool proficiency at 1st-level to be able to apply this ability to it.
Cantrip: A free wizard cantrip is awesome. Check out our wizard’s guide to read about which cantrips are best. INT is your spellcasting modifier so make sure to choose a spell that doesn’t require INT if you’ll be dumping the stat.
Extra Language: This will likely come in useful once or twice in a campaign.
Aereni Wood
Very similar to the PHB wood elf, except the Elf Weapon Training is traded out for one skill or tool expertise.
Ability Score Increase: +1 WIS and +2 DEX is exactly a perfect ASI array for certain classes.
Aereni Elf: Being double your proficiency bonus for a chosen skill is a straightforward but really solid pickup at 1st-level. Keep in mind that you need to have the skill or tool proficiency at 1st-level to be able to apply this ability to it.
Fleet of Foot: Extra movement speed is never wasted.
Mask of the Wild: Being able to hide when only lightly obscured is great.
Drow
Ability Score Increase: +1 CHA is an interesting combo with +2 DEX. Not many classes will take DEX as their main stat increase and then buff CHA except for maybe a Valor or Swords Bard or a Swashbuckling Rogue.
Superior Darkvision: This may come in handy once or twice, but typically 60ft of Darkvision is good enough.
Sunlight Sensitivity: Not being able to go out in sunlight without taking disadvantage on attack rolls and Perception checks is a massive downside of the Drow
Drow Magic: Dancing Lights is a fairly limited Cantrip. Faerie Fire is great. Darkness can be useful but is a tough spell to workaround.
Drow Weapon Training: Not great additions to the weapon proficiencies here, especially for the classes that will be frequenting the Drow.
Eladrin
Since Mordenkainen Presents: Monsters of the Multiverse, the elf’s eladrin subrace has been made a full race. You can see our rating of the new eladrin race over at our eladrin 5e guide.
Ability Score Increase: +1 CHA will help make this subrace more viable for a bunch of CHA based casters. It’s also one of the more beneficial ability scores due to its importance in social situations.
Fey Step: A free casting of misty step once per short rest is amazing. Pretty much any build is interested in this awesome movement option. The misty step also gets a bonus effect when you reach 3rd level based on the season you choose:
- Autumn: Being able to charm up to two creatures in the same bonus action as misty stepping is solid value. The biggest downside here is that while the creatures may not be able to attack you, they can attack your friends. This is best if you are the glass cannon of the party and have some tanks that can soak damage in your stead.
- Winter: Frightened is a stronger condition than charmed as it applies the debuff to the creature whether or not they are attacking you. The effect only targets one creature and lasts for a maximum of one round, which bring the effect on par to autumn’s effect.
- Spring: Being able to misty step a different member of your party is a niche ability but can be quite powerful depending on party composition.
- Summer: Definitely the best of the bunch, especially if you stack into CHA. Being able to dish out five damage to all the creatures within 5 feet in the same bonus action as misty stepping is an excellent use of resources.
Eladrin (Variant)
Since Mordenkainen Presents: Monsters of the Multiverse, the elf’s eladrin subrace has been made a full race. You can see our rating of the new eladrin race over at our eladrin 5e guide.
Ability Score Increase: +1 INT helps make this race more viable for INT casters.
Elf Weapon Training: This is quite an unnecessary trait for the builds that will want to use this subrace. Rogues and rangers already have all the proficiencies they need and INT casters have no need for these.
Fey Step: A free casting of misty step once per short rest is amazing. Pretty much any build is interested in this awesome movement option.
High
Ability Score Increase: +1 INT is a decent ability score for wizards, thought they will typically more drawn towards the gnome’s +2 INT.
Elf Weapon Training: The shortbow and longbow proficiencies can actually make a difference here because they are useful for casters, though they are often not more powerful than Cantrips. Especially after level 5.
Cantrip: A free wizard cantrip is awesome. Check out our wizard’s guide to read about which cantrips are best.
Extra Language: This will likely come in useful once or twice in a campaign.
Mark of Shadow
Ability Score Increase: +1 CHA makes this subrace very tempting to a lot of builds. Not only will it help with spellcasting modifiers, but CHA is never wasted in social situations.
Cunning Intuition: Performance checks may not come up a whole lot, but being able to add a d4 to all Stealth checks is excellent.
Shape Shadows: Minor illusion is one of the most versatile cantrips out there and invisibility is amazing for sneaking, getting the drop on enemies, and can be used defensively in a pinch.
Spells of the Mark: There are some amazing spells in this list. Pass without trace is an insanely good party buff that’s normally restricted to the druid and ranger class and great invisibility is one of the most efficient combat buffs in 5e. Beyond those amazing choices, there are still plenty of utility options that can round out the spell list of most casters.
- 1st level
- Disguise Self: Great 1st level infiltration spell.
- Silent Image: This spell offers great utility for a 1st-level spell. Being able to move the image anywhere in 120ft and make it appear like it’s moving makes it quite a bit more effective than minor illusion and will certainly help when you need to bamboozle an enemy (or watch some fantasy TV).
- 2nd level
- Darkness: Good way to cut off an opponent’s visibility. Unfortunately, it doesn’t offer much of a strategic advantage unless someone in your party can see through magical darkness.
- Pass without Trace: If you are infiltrating an area with your party that you are unwelcome, the +10 bonus to Stealth is massive.
- 3rd level
- Clairvoyance: Not many situations will call for this spell but it can be useful for scouting.
- Major Image: Much like silent image, major image is really only limited by your imagination. A 20ft cube is quite the space to play around in and fit just about any creature (within reason).
- 4th level
- Greater Invisibility: Being able to attack or cast spells while invisible is a huge upgrade from regular invisibility. Give it to a melee party member and watch them get advantage on every attack and disadvantage on attacks against them, bonus points if it’s a paladin or rogue for extra crit + Divine Smite / Sneak Attack potential.
- Hallucinatory Terrain: This is more of a DM-spell than a player-focused on. Particularly creative players will be able to find a use, but most of the time this is unnecessary.
- 5th level
- Mislead: Pretty decent scouting spell or opportunity to plan an ambush. Pretty high spell slot for the meager effect though.
Pallid
Ability Score Increase: +1 WIS will help with some class’ spellcasting and will almost never go to waste as it can help with the all-important Perception check.
Incisive Sense: Always getting advantage on Investigation and Insight checks is a very strong ability for classes that are interested in such abilities.
Blessing of the Moon Weaver: Light is particularly impressive and sleep is only really useful at low levels. Once you reach 5th-level and pick up invisibility, this feature certainly becomes worth it for certain builds.
Sea Elf
Ability Score Increase: CON is always welcome, though this does limit this subrace to classes that are interested in DEX.
Sea Elf Training: the spear, trident, light crossbow, and net are all quite interesting weapons, and getting proficiency at 1st-level can enable some unique builds. However, these fringe cases are usually suboptimal.
Child of the Sea: Getting a swimming speed and the ability to breathe underwater are decent features, though their efficacy is really campaign-dependent.
Friend of the Sea: Being able to communicate with beasts that have an innate swimming speed is very situational. Unless you want to RP Aquaman.
Languages: Aquan is a definitely a situational language to learn.
Shadar-kai
The shadar-kai race has been rereleased in Monsters of the Multiverse. To see the rating for the updated class, see our shadar-kai guide.
Ability Score Increase: CON is always welcome, though this does limit this subrace to classes that are interested in DEX.
Necrotic Resistance: Necrotic damage is a relatively common damage type, which makes this a solid passive feature to pick up at 1st-level.
Blessing of the Raven Queen: Essentially a free misty step once per long rest. At 3rd level, you also gain resistance to ALL damage until the start of your next turn when you use this ability which can greatly help with survivability in tight situations. This is a really solid ability, but the long cooldown time makes it less than ideal.
Valenar High
Very similar to the PHB high elf, except the longsword and shortsword proficiencies are traded out for proficiency for scimitar and double scimitar.
Ability Score Increase: +1 INT is a decent ability score for INT-based casters.
Valenar Elf: The double scimitar is quite a unique weapon. It’s two-handed but doesn’t have the heavy property. It does 2d4 damage which puts it on the same playing field as a longsword or battleaxe. And, as a bonus action, you can make an attack that deals 1d4 but also allows you to add your damage modifier to it. This makes it a better choice than two-weapon fighting in most cases. This can allow fighters who are interested in attacking with their bonus action to be able to take the Defense fighting style, as opposed to Two-Weapon Fighting. That said, this is a very narrow situation in which it is viable. Unfortunately, it doesn’t come with finesse trait and needs the Revenant Blade feat in order to make it viable for DEX-based classes. The Revenant Blade feat does make the choice tempting because, on top of being able to attack with DEX instead of STR, you can increase either your DEX or STR, and gain +1 AC while wielding a double-bladed weapon.
Cantrip: A free wizard cantrip is awesome. Check out our wizard’s guide to read about which cantrips are best. INT is your spellcasting modifier so make sure to choose a spell that doesn’t require INT if you’ll be dumping the stat.
Extra Language: This will likely come in useful once or twice in a campaign.
Valenar Wood
Very similar to the PHB wood elf, except the longsword and shortsword proficiencies are traded out for proficiency for scimitar and double scimitar.
Ability Score Increase: +1 WIS and +2 DEX is exactly a perfect ASI array for certain classes.
Valenar Elf: The double scimitar is quite a unique weapon. It’s two-handed but doesn’t have the heavy property. It does 2d4 damage which puts it on the same playing field as a longsword or battleaxe. And, as a bonus action, you can make an attack that deals 1d4 but also allows you to add your damage modifier to it. This makes it a better choice than two-weapon fighting in most cases. This can allow fighters who are interested in attacking with their bonus action to be able to take the Defense fighting style, as opposed to Two-Weapon Fighting. That said, this is a very narrow situation in which it is viable. Unfortunately, it doesn’t come with finesse trait and needs the Revenant Blade feat in order to make it viable for DEX-based classes. The Revenant Blade feat does make the choice tempting because, on top of being able to attack with DEX instead of STR, you can increase either your DEX or STR, and gain +1 AC while wielding a double-bladed weapon.
Fleet of Foot: Extra movement speed is never wasted.
Mask of the Wild: Being able to hide when only lightly obscured is great.
Wood
Ability Score Increase: +1 WIS is the best PHB races get. This combined with the +2 DEX is really nice for Rangers, Monks, and Druids.
Elf Weapon Training: The shortbow and longbow proficiencies are great here because Druids and Monks, two classes that are very likely to choose a Wood Elf, do not have proficiencies here. That being said, they aren’t particularly effective for those classes, but they are certainly nice to have.
Fleet of Foot: Extra movement speed is never wasted.
Mask of the Wild: Being able to hide when only lightly obscured is great.
Sources Used in This Guide
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything