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D&D 5e (2014) Race GuideElf Guide: Subraces, Classes and Builds

High Elf, Wood Elf or Drow, the best classes for an elf in the 2014 rules, and two builds ready to play.

2024 RULES 2014 RULES

Overview

At a glance
Size
Medium
Speed
30 ft (35 ft Wood Elf)
Darkvision
60 ft (120 ft Drow)
Ability scores
+2 Dex, plus +1 Int (High), Wis (Wood) or Cha (Drow)
Best subrace
Wood Elf
ScoutSkirmisherCaster

Under the 2014 rules your race sets your ability score increases, and every elf gets +2 Dexterity. That is the score behind AC in light armor, initiative, ranged attacks and finesse weapons, so the elf fits any class that fights with a bow or a rapier.

The subrace adds the second increase and decides which casters it suits. High Elf adds Intelligence and a wizard cantrip. Wood Elf adds Wisdom, extra speed and a way to hide in nature. Drow adds Charisma and free spells, at the cost of trouble in sunlight.

Thrain's take

Every elf has Perception for free, and Perception is the skill I call for most. The elf in my party is usually the one who spots the ambush, which means the elf is the one the ambush goes after. Keep your Dexterity high and your AC with it.

Strengths
  • +2 Dexterity: AC, initiative and attacks for any Dexterity build
  • Free Perception proficiency from Keen Senses
  • Fey Ancestry: Advantage against being charmed, and magic cannot put you to sleep
  • Three strong subraces that point at different classes
Weaknesses
  • No Constitution bonus, so fewer hit points than a dwarf or half-orc
  • Nothing for Strength builds
  • Drow Sunlight Sensitivity hurts on outdoor adventures

Elf Traits

Ability Score Increase

+2 Dexterity. Your subrace adds a +1 to Intelligence, Wisdom or Charisma.

Darkvision

60 feet. Drow extend it to 120 feet.

Fey Ancestry

Advantage on saving throws against being charmed, and magic cannot put you to sleep. SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. and similar effects do nothing to you.

Keen Senses

Proficiency in Perception, the skill DMs call for most.

Trance

You meditate for 4 hours instead of sleeping 8, with the same benefit. A Long Rest still takes 8 hours, but you can keep watch for the rest of it.

Elf Subraces, Rated

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Wood Elf
+1 Wisdom, a 35-foot speed and Mask of the Wild, which lets you hide when only lightly obscured by foliage, rain, snow or mist. Dexterity and Wisdom suit rangers, monks and druids. Player's Handbook.
Legendary
High Elf
+1 Intelligence, one wizard cantrip cast with Intelligence, and longsword and bow proficiency. Best for wizards and anyone who wants an extra cantrip.
Epic
Drow
+1 Charisma, 120-foot Darkvision and free spells: Dancing LightsDancing LightsEvocation cantripConcentrationCastingActionRange120 feetDuration1 minuteYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size., then Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. at level 3 and DarknessDarkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. at 5. Sunlight Sensitivity gives you Disadvantage on attacks and sight-based Perception in direct sunlight. Player's Handbook.
Rare

High Elf is in the SRD and its traits are below. Wood Elf and Drow come from the Player's Handbook. Later books add more, such as the eladrin with its short fey teleport; ask your DM which ones your table uses.

Ability Score Increase

+1 Intelligence, for 16 Intelligence and 16 Dexterity on a wizard with the standard array.

Cantrip

Any wizard cantrip, cast with Intelligence. Non-wizards get the most from a utility pick like Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. or Mage HandMage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.; wizards often take Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. and keep their class cantrips for utility.

Elf Weapon Training

Longsword, shortsword, shortbow and longbow. A wizard or cleric with a longbow is no joke at level 1.

Extra Language

You can speak, read, and write one extra language of your choice.

Best Classes for an Elf

Ranger (Wood Elf)
Dexterity for the bow, Wisdom for Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry. and Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means., extra speed and Mask of the Wild for scouting.
Legendary
Monk (Wood Elf)
Dexterity and Wisdom are both of the monk's key scores, and the extra speed stacks with Unarmored Movement.
Legendary
Rogue
Dexterity on the Dexterity class, and Perception you do not have to spend a skill on. Wood Elf hides better; Drow's Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. sets up Sneak Attack.
Legendary
Wizard (High Elf)
+1 Intelligence, an extra cantrip and a high AC under Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.. Rock Gnome is the stronger start, High Elf the more mobile one.
Epic
Fighter
A Dexterity fighter with a longbow and the Archery style. Any subrace works; Wood Elf adds Wisdom for Perception.
Epic
Druid (Wood Elf)
+1 Wisdom and +2 Dexterity for AC in leather or hide armor. A solid druid that can also hide.
Epic
Cleric (Wood Elf)
Wisdom plus Dexterity for a medium-armor cleric. Fine, though a Hill Dwarf is tougher.
Rare
Warlock (Drow)
+1 Charisma and DarknessDarkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it., which pairs with the Devil's Sight invocation. Only +1 to your casting score, though.
Rare
Bard (Drow)
Dexterity for AC and Charisma for spells. Faerie Fire is already a bard spell, so the free cast saves a slot.
Rare
Sorcerer (Drow)
Same deal as the warlock: +1 Charisma and good AC. Half-elf or tiefling gives more Charisma.
Rare
Paladin
A Dexterity paladin works, but you give up heavy armor and big weapons, and Drow is the only Charisma bonus.
Uncommon
Barbarian
No Strength or Constitution. Wood Elf speed is nice; the rest is wasted.
Common

Racial Feats for Elves

Xanathar's Guide to Everything adds feats only some races can take. If your table uses it:

  • Elven Accuracy (elves and half-elves): +1 Dexterity, Intelligence, Wisdom or Charisma, and when you have Advantage on an attack that uses one of those scores, you can reroll one of the dice once. With a source of Advantage it makes critical hits far more common. One of the best feats in 5e for rogues, archers and attack-roll casters.
  • Wood Elf Magic: a druid cantrip plus LongstriderLongstrider1st-level TransmutationCastingActionRangeTouchDuration1 hourYou touch a creature. The target's speed increases by 10 feet until the spell ends. and Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. once per Long Rest each.
  • Drow High Magic: Detect MagicDetect Magic1st-level DivinationConcentrationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. at will, plus LevitateLevitate2nd-level TransmutationConcentrationCastingActionRange60 feetDuration10 minutesSaveConstitutionOne creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. and Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. once per Long Rest each.

From the Player's Handbook, Sharpshooter is the usual pick for an elf archer.

Elf Builds

Elf rogue
StealthThe High Elf Thief
Race
High Elf
Subclass
Thief (level 3)
Racial cantrip
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream.
8STR
17DEX
14CON
13INT
13WIS
10CHA

Takes Expertise in Stealth and Perception, hides every turn with Cunning Action, and uses Minor Illusion to cover a retreat or send guards after a noise.

Build this elf
Free to start. No card needed.
Elf ranger
ArcherThe Elf Hunter
Race
High Elf (Wood Elf if your table uses the PHB)
Subclass
Hunter (level 3)
First spells
Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry., GoodberryGoodberry1st-level TransmutationCastingActionRangeTouchDurationInstantaneousUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
8STR
17DEX
13CON
13INT
14WIS
10CHA

A longbow, the Archery style and Hunter's Mark from level 2. The racial cantrip adds a trick a ranger does not normally get. A Wood Elf trades it for Wisdom, speed and Mask of the Wild.

Build this elf
Free to start. No card needed.

Elf FAQ

Is the elf good in D&D 5e?

Yes. Under the 2014 rules every elf gets +2 Dexterity, Perception proficiency, Darkvision and Advantage against being charmed. Each subrace adds a +1 that points it at a different set of classes.

What is the best elf subrace in 5e?

Wood Elf for rangers, monks, rogues and druids, because of the Wisdom bonus, 35-foot speed and Mask of the Wild. High Elf for wizards. Drow for Charisma casters, if you can live with Sunlight Sensitivity.

Do elves need a full Long Rest in 5e?

Elves trance for 4 hours instead of sleeping 8, but a Long Rest is still 8 hours. The difference is that an elf can spend the other 4 hours keeping watch.

Can elves be put to sleep by magic?

No. Fey Ancestry means magic cannot put an elf to sleep, so the Sleep spell does not affect them.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.