Elf Paragon (5e Class)

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Elf Paragon[edit]

Prerequisites[edit]

In order to take levels in the Elf Paragon class, you must be an elf or half-elf, and you must not be a dark elf or half-elf of dark elf ancestry. Such elves instead should take levels in the drow paragon class.

Class Features[edit]

As a Elf Paragon you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elf Paragon level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elf Paragon levelafter 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, longswords, rapiers, shortswords, longbows
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Athletics, History, Nature, Perception, Religion, or Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two shortswords or (b) a longsword
  • leather armor
  • an explorer's pack
Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Improved Low-Light Vision, Resist Enchantment
2nd +2 Fighting Style, Spellcasting 2 2 2
3rd +2 Elfsight 2 3 3
4th +2 Ability Score Increase 2 3 3
5th +3 Extra Attack 3 4 4 2


Improved Low-Light Vision[edit]

You have superior vision in dim conditions, even compared to your elven kin. You can see in dim light within 120 feet of you as if it were bright light.

Resist Enchantment[edit]

When you make a saving throw against a spell of the Enchantment school, roll a d4 and add the result to your saving throw.

Fighting Style[edit]

By the time you reach 2nd level, you have adopted a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

By the time you reach 2nd level, you have gained rudimentary spellcasting ability.

Cantrips

At 2nd level, you know two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice when you reach 5th level.

Spell Slots

The Elf Paragon table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Elf Paragon table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Elfsight[edit]

Starting from 3rd level, your proficiency bonus is doubled for any Perception check that relies on sight. Additionally, being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Ability Score Increase[edit]

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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