Elf (2024) Guide 5e

Published on December 2, 2024

The graceful and ancient Elf folk return with some exciting updates in the 2024 Player’s Handbook!

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What is this guide?

This guide is meant to give you an idea of whether or not the elf (2024) 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 (2024). 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.

  • 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 : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

Elves in the 2024 Player’s Handbook

While the core of what makes elves such iconic adventurers remains intact, there are some tweaks and new options that make them even more versatile. Let’s dive into the features and explore how the updated elf traits work with different character builds.

What are Elves in 5e?

Source: 2024 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.

Whether drawn from the courts of the Feywild, secluded woodland groves, or the mystical spires of elven cities, these graceful creatures sometimes heed the call for adventure. Driven by wanderlust, a thirst for knowledge, or a calling to protect the world, they wade through their foes using their innate magic, uncanny agility, and keen senses.

Elf (2024) 5e Traits

Age: Elves reach adulthood at 100 years and can live to be 750 years old.

Size: Elves are medium creatures, typically 5-6 feet tall.

Speed: 30ft walking is standard.

Darkvision60ft is standard for races that receive Darkvision. It’s a solid feature to have access to, though it can be negated by party members that don’t have the ability to see in the dark.

Keen Senses: Free proficiency in Insight, Perception, or Survival is always welcome. Most often the choice will be Perception, as it’s an incredibly handy skill in D&D.

Fey Ancestry: Advantage against being Charmed and being unable to be put to sleep by magic will come in handy quite often, and is especially good for builds that don’t value Wisdom as highly.

Trance: The elf’s trance is seemingly innocuous but it is quite powerful upon closer inspection. First off, remaining conscious 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.

Elven Lineage: This allows you to choose one of three lineages (listed below). Your lineage grants you a unique level 1 feature, as well as spells you learn at levels 3 and 5. You always have your lineage spells prepared and can cast each once per Long Rest without using a spell slot. Alternatively, you can cast the spells using spell slots you have. You also get to choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when you select your lineage, allowing you to meld your racial spellcasting with your classes’ focus.

  • Drow: Drow are the choice for players who want to lean into Stealth-focused playstyle. The enhanced Darkvision is perfect for subterranean or dimly lit campaigns, and Faerie Fire is a powerful utility spell for revealing Invisible enemies or creating Advantage on attack rolls. Darkness adds strong battlefield control but requires coordination with your party to avoid hindering allies.
  • High Elves: High Elves offer incredible flexibility with their cantrip-swapping feature, which allows them to choose a Wizard cantrip of their choice every Long Rest, making them perfect for spellcasters who want a wide range of utility. Detect Magic is situationally useful spell for any campaign, but Misty Step is a fantastic mobility tool that shines in both combat and exploration.
  • Wood Elves: Wood Elves are ideal for builds that prioritize mobility and nature themes. The increased Speed is useful for kiting builds that like to hit-and-run. Longstrider offers even more mobility, but is generally not a good spell. Pass Without Trace, however, is one of the best utility spells in the game any time Stealth is one the table.

Which 5e Classes Work With Elves?

Artificer: High Elves are a natural fit for Artificers, thanks to their access to Wizard cantrips and the utility of Detect Magic. Plus, Trancing allows you more time to tinker!

Barbarian: While elves aren’t a typical Barbarian pick, Wood Elves shine here with their enhanced Speed and skill proficiency, which can be a solid base for a skirmishers. Just remember you can't cast spells while Raging.

Bard: High Elves pair beautifully with Bards, thanks to the flexibility of swapping cantrips. This allows Bards to pick up potent damage options, like Fire Bolt, when they just want to output some damage.

Cleric: While nothing in the Elf's kit is particularly synergistic with Clerics, their base features combined with the High Elves spellcasting offers a great foundation for any caster.

Druid: Strangely enough, Wood Elves are kind of redundant with the Druids abilities, so a High Elf or Drow lineage is usually the best pick-up.

Fighter: Any Fighter would love access to Misty Step from the High Elf lineage, but remember you only get to cast it once per day unless you go for an Eldritch Knight build and gain access to spell slots. The Wood Elf would also work for some increased mobility.

Monk: Wood Elves are ideal Monks, as their Speed bonus and utility spells enhance the Monk’s agility and battlefield presence.

Paladin: Any time a Paladin gets extra spells, it's a good thing. The High Elf lineage offers ranged attacks via Wizard cantrips (Fire Bolt, etc.), while Misty Step can help you navigate the battlefield effectively. The ability to resist Charmed is a cherry on the cake.

Ranger: Any of the Elven Lineages offer a great boost to Rangers, so you get to take your pick if you'll be more ambush-oriented (Drow), combat-oriented (High Elf), or exploration-oriented (Wood Elf).

Rogue: While the spells offered by any of the Elven Lineages are great for Rogues, you can only cast them once per Long Rest without getting access to some other spell slots. Still, you get to take your pick if you'll be more ambush-oriented (Drow), combat-oriented (High Elf), or exploration-oriented (Wood Elf).

Sorcerer: Getting to take your pick of a Wizard cantrip each Long Rest is great for Sorcerers. Combined with some extra useful spells, the High Elf lineage is a solid pick.

Warlock: Getting to take your pick of a Wizard cantrip each Long Rest is great for Warlocks. Combined with some extra useful spells, the High Elf lineage is a solid pick.

Wizard: High Elves are the archetypal Wizard choice, offering spell versatility and easy access to Detect Magic. The other lineages also offer solid utility, but Wizards love having more Wizard.

Sources Used in This Guide

  • 2024 PHB: 2024 Player's Handbook
  • 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

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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