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## Revised elven traits and feats The elves are one of the most famous fantasy races, and used in many pieces of literature and media. Their traits in 5E are thematic, but in some cases they feel clunky and outdated. This revision adds a few variant rules for these elven races, with the intend of making their traits feel more fluent and updated according to the latest D&D works. This revision also rewrites a few racial feats, to allow any spells you learn with them to be used by expending spells lots, regardless of class. ### General With your DM's permission, Elves (and other races) that have proficiency with certain weapons as part of a racial trait, can benefit from the Weapon Mastery variant rule. ##### Variant rule: Weapon Mastery If you have proficiency with certain weapons as part of a racial trait, and you also have proficiency with these weapons from another source (such as your class), then you gain a +1 bonus on damage rolls with those weapons. ### Drow With your DM's permission, if you are playing an elf (drow), you can exchange the Sunlight Sensitivity trait with the Sensitive Eyes trait instead. Alternatively, seldarine drow (drow who have forsaken Lolth) can forgo their Sunlight Sensitivity trait all together, provided they exchange their Superior Darkvision trait with the standard Darkvision trait. ##### Sensitive Eyes *Drow racial trait, replaces the Sunlight Sensitivity trait*
While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight. ### Sea Elf With your DM's permission, if you are playing an elf (sea elf), you can gain the Net Mastery trait as an additional racial trait. ##### Net Mastery *Sea elf racial trait, requires the Sea Elf Training trait*
You gain the following benefits while fighting with nets: - The range of your net attacks doubles (10/30 ft). - Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with nets. - You can draw a net as part of the attack you make with it. ___ As part of a short or long rest, you can repair a destroyed net. **This trait can be chosen as a fighting style for the Fighting Style feature, ignoring the trait's requirements.** >**Trident, variant:** 1d6 piercing | 4 lbs | Reach, Versatile (1d8). It counts as a polearm for the Polearm Master feat, and other features that benefit polearm weapons. ## Feats Several racial feats have been reworded to allow for spell casters to cast these spells with their class spell slots. ### Drow High Magic *Prerequisite: Elf (Drow)* ___ You learn more of the magic typical of dark elves. You learn the *detect magic* spell and can cast it at will, without expending a spell slot. You also learn *levitate* and *dispel Magic*, each of which you can cast once without expending a spell slot, and you regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. If you have spell slots of 2nd level or higher, you can cast *levitate* with them. If you have spell slots of 3rd level or higher, you can cast *dispel magic* with them. ### Retiarius You are trained in the fighting styles of the Retiarius gladiator. - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain proficiency with the net if you don't already have it, and the benefits of the sea elves' Net Mastery trait. ### Revenant Blade, Revised *Prerequisite: Elf* ___ You are descended from a master of the double-blade, and some of that mastery has passed on to you. You gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - While wielding a double-bladed weapon with two hands, you gain +1 bonus to your AC. - A double-bladed scimitar has the finesse property when you wield it. - When you make an attack with a doubled-bladed scimitar, and you make a melee attack with it as a bonus action, that attack's base damage is 2d4, instead of a 1d4. ### Wood Elf Magic *Prerequisite: Elf (Wood)* ___ You learn the magic of the primeval woods, which are revered and protected by your people. You learn one Druid cantrip of your choice. You also learn the *longstrider* and *pass without trace* spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. If you have spell slots of 1st level or higher, you can cast *longstrider* with them. If you have spell slots of 2nd level or higher, you can cast *pass without trace* with them. ## Additional Items #### Coral Armor *Armor (medium, but not hide)*, uncommon This armor is made out of flexible modified coral, and is popular among aquatic druids due to its lack of metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the coral version of the armor doesn't. Magical armors made out of this material have their cost increased by 100 gp instead of increasing their rarity.
\pagebreakNum #### Deepchill Crossbow *Weapon (crossbow; hand, light, or heavy), varying rarity (requires attunement by an elf or half-elf)* This magical crossbow is a favorite of sea elf warriors. When you hit a creature with this crossbow, its speed is reduced by 10 feet until the end of its next turn. In addition, the target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. You gain a bonus to attack and damage rolls you make with this weapon based on its rarity, as seen in the table below. Rarity | Attack/Damage bonus | Saving Throw DC |:-:|:-:|:-:| | Uncommon | +0 | 12 | Rare | +1 |13 | Very Rare | +2 |14 #### Mithral Weapon *Weapon (requires a weapon that deals slashing or piercing damage), uncommon* Mithral is a light, flexible metal. A weapon made out of this material gains the finesse property. If the weapon doesn't have the two-handed property, it also gains the light property. Magical weapons made out of this material have their cost increased by 300 gp instead of increasing their rarity. Mithral weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Moondancer *Weapon (longsword), rare (requires attunement)* This weapon can be used as a conduit for your spells. You gain a +1 bonus to attack and damage rolls made with this magic longsword, and a +2 bonus to your spell attack rolls. When you hit a creature with a spell that requires a melee attack roll, the target takes an extra 1d8 slashing damage. Fiends have disadvantage against saving throws you force on them. You can use this longsword as a spellcasting focus. #### Steel Net *Weapon (net), uncommon* A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 18 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 18) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. A variant of this is the Mithral Net (rare), which requires a DC 20 Strength check, or dealing 10 slashing damage to the net (AC 20). #### Valenar Double Scimitar *Weapon (double-bladed scimitar), rare (requires attunement)* The elves of Valenar use this exotic double weapon with curving scimitar blades on each end. You gain a +1 bonus to attack and damage rolls made with this weapon, and it counts as having the finesse property. The weapon damage dice of this double-bladed scimitar increase by one step (so for example, from 1d4 to 1d6, from 2d4 to 2d6 etc). \columnbreak ## Revised Spells #### True Strike, Revised *Divination Cantrip* ___ - **Classes:** Bard, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** S - **Duration:** Concentration, up to 1 round ___ You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. #### Witch Bolt, Revised *1st-level evocation* ___ - **Classes:** Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a twig from a tree struck by lightning) - **Duration:** Concentration, up to 1 minute ___ A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and must make a Constitution saving throw. On a failed save, it is restrained until the end of its next turn. On a successful save, it cannot be restrained this way for the next minute. After you hit the target, on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. If you do, you can use your bonus action to force it to make the Constitution saving throw again, provided it can be restrained this way again. The spell ends if you use your action to do anything else, or when the target gains total cover from you. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for every two slot levels above 1st. When you cast this spell using a spell slot of 4th level or higher, the restrained condition is replaced with the stunned condition. #### Crown of Madness, Revised *2nd-level enchantment* ___ - **Classes:** Bard, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The target can make a Wisdom saving throw at the end of each of its turns, ending the spell on a success. The target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. it loses its action if it has no targets in melee range. On your subsequent turns, you can use your action to control its movement on its next turn, but you cannot move it into harmful areas while controlling it.