D&D 5e: Elves of Wood and Jungle

In my homebrew campaign setting of Moonsea (See the Campaign Journal if you’re interested; I just added our most recent session and figured out how the dropdown menus work), Drow aren’t really all that bad. They’re just another subrace of Elves, one that lives in the deep jungles of Dhathan. Perhaps they were something else, once, but if so that was long ago.

Wood Elves are fairly similar to the Wood Elves described in the PHB, but there are a few key differences, including a greater affinity with animals.

Wild Elves are even more closely entwined with the animals of the forest, even being able to speak their language. However, they do have a few… cultural values that more civilized races have difficulty understanding. Yes, I know I’ve posted them before, but this time I’ve added a picture.




Drow are wild elves, akin to sylvan or wood elves, but descended from an earlier subrace of dark-skinned elves. More primitive than other elves, they lead lives apart from civilized beings, deep in wild jungles.

Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves- they rarely top 5’4″-, letting them easily slip through tangles of underbrush that would stop or slow down larger beings. Their small size and light weight also make climbing trees easy for them.

Ability Score Increase. Your Charisma score increases by 1.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level you can also cast the invisibility spell once per day. Charisma is your spellcasting ability for the spell.

Life in the Trees. Climbing doesn’t halve your speed.

Bestowed by Silvanus. The drow have great knowledge of the jungles that they call home. You have proficiency in Nature.

Drow Weapon Training. You are proficient with shortbows, longbows, daggers and blowguns.


Wood Elves

wood elf

As a wood elf, you have keen senses and intuition, and your feet carry you swiftly and silently through your native forests. You are just as quick-witted as you are quick-limbed.

Wood elves are shorter than most other elves and men- about 5’ on average-, and have a frail, delicate build, but they are quite agile, and have an affinity of sorts with wild animals.

Wood elves’ skin tends to be coppery in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the dagger, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Natures Gift. You gain proficiency with Animal Handling. In addition, animals of the natural world are friendly towards you and your companions, so long as you do not threaten them and they are not overly hungry. They are willing to do small tasks for you, though nothing that would endanger them or their offspring.


Wild Elves

wild elf

Wild elves are a far older race than Wood Elves, for the Wild Elves are descended from the first of the ancient Fae to emerge into the mortal world. The Wild Elves live deep in untamed jungles, and have a simple lifestyle, in tune with nature. However, some younger Wild Elves, wishing to know more about the world, emerge into the outer world and are often mistaken for Halflings or Venthel. They have spiky, wild hair in shades of green, blond, silver, or red; large almond-shaped eyes in turquoise, hazel, or emerald-green; and skin with a faint greenish cast. They are adventurous and mischievous, and can’t abide the sight of caged animals. They’re also ritual cannibals, and believe the soul is housed in the throat (if you can’t talk, you must be dead), but hey; nobody’s perfect.

Size: Small. They max out at 3’ 6 in height.

Ability Score Adjustment: Your Dexterity, Constitution, and Charisma scores increase by 1, but your Intelligence and Wisdom scores decrease by 1.

Forest Bond: You gain a +2 bonus to AC in forest and jungle environments (due to ability to dodge behind trees, etc.)

Bite: You have an unarmed bite attack that deals 1d4 piercing damage.

Languages: You can speak Elven, Animal, and Sylvan.


Brief update and a 5e PrC

Wow, I haven’t posted anything in a while. I’ve been REALLY busy with school. Anyway, after the D&D 5th edition Prestige Class UA came out, I worked up a conversion of the Bladesinger PrC. Probably not that awesome, but maybe, I dunno. It’s not playtested yet, but it’s at the end of the post.

So, we had another D&D session earlier. I’ll have the Session Five transcript up soon. Also, I’m gonna make another Linguistics post sometime this month, I’ve got some ideas rolling around in my head.

Anyway. The Bladesinger

Image link: http://imgur.com/9MHW08i  …Note that I have no clue who the artist is.

Bladesingers are those of Fey origin (usually elves or half-elves) who have woven together arcane magic and swordplay to create a fluid and majestic fighting style. While the majority are Eldritch Knights or multiclass fighter/spellcasters, any elf, half-elf, or other fey who meets the prerequisites can become one. Bard/rogues and even witch/barbarians are just as possible.


Level Features

1            Bladesinger’s Defense, +4 mana

2            Lesser Spellsong, Ability Bonus

3            Song of Celerity, +4 mana

4           +4 mana, Ability Bonus

5            Song of Celerity, Song of Fury


Race: Any Fey

Base Attack Bonus: +3

Dexterity 13

Charisma 13

(OR 15 in one, 10 in the other)

Ability to cast arcane spells of 1st level.


Proficiency with longsword or rapier.


Proficiency with Acrobatics

Character Level 5th: It requires training and commitment to become a Bladesinger.

Class Features:

As a bladesinger, you gain the following class features.

Hit Points

Hit Dice: 1d6 per bladesinger level

Hit Points per Level: 2d3 (or 4) + your Constitutional modifier per Bladesinger level.


Saving Throws: Dexterity

Skills: Gain expertise in Acrobatics

Armor: Light armor



Archetype advancement

Your levels of bladesinger stack with your main character class in determining when you acquire your archetype abilities


If you have a spellcasting class, your levels of bladesinger and your main spellcasting level stack in terms of how many spells per day you can cast, and what level of spell you can cast. If you have more than one spellcasting class, choose one of them to stack with your bladesinger levels.

Bladesinger’s Defense

While wielding a longsword or rapier in one hand (and nothing else) and wearing light or no armor, a bladesinger gets a Reflex bonus to AC equal to their class level, not exceeding their Intelligence bonus.

Lesser Spellsong

When wielding a longsword or rapier in one hand (and nothing in the other), a Bladesinger of level 2 or above can take 10 when making a concentration check to maintain a spell.

Song of Celerity

Once per day, while wielding only a longsword or rapier in one hand (and nothing in the other), a bladesinger of 3rd level or higher may quicken a single spell of up to 2nd level with a casting time of 1 action as if he had used the Quicken Spell Metamagic ability. At 5th level, he can quicken a single spell of up to 4th level.

Ability Bonus

As one becomes a bladesinger, one cannot help but become smarter and more agile. At 2nd and 4th levels add +1 to both your Dexterity and Intelligence scores.

Song of Fury

When a fifth-level bladesinger chooses the attack action with a longsword or rapier in one hand, (and nothing in the other), he can use his bonus action to make one extra attack in a round, but this attack and each other attack made in the round have disadvantage. This also affects attacks of opportunity he might make before his next turn.

The Wanderer (D&D 5e Class)

I do still need some feedback on this thing, because it’s currently a tangled mess of unplaytested awesome ideas. I think it should work pretty well, but I suppose we’ll find out as Ren levels up.

Anyway, what exactly is the Wanderer class?

That’s really, really hard to quantify. It’s sort of like a mix of the Bard and Rogue classes, with a dash of the Monk class, the Fighter class, and Mat Cauthon thrown in. Except that it isn’t. So I’m just going to post it before I confuse the issue any further.

Yet still the riven heights he clomb,
And wandered forests, all alone,
And creatures foul, and creatures fair,
These the kinds he met him there.
-Fragment of the ancient Lay of Tabhrin.

“You thought I was kidding? You should be so lucky. I really can do anything.”
Class Levels
Level Proficiency Sneak
             Bonus       Attack   Features
1st           +2            1d6      Ritual Casting, Sneak Attack
2nd         +2             1d6      Expertise
3rd          +2             2d6      Varied Study, Deflect Missiles
4th          +2             2d6      Ability Score Improvement
5th          +3             3d6      Extra Attack
6th          +3             3d6      Varied Study Feature
7th          +3             4d6      Unarmored Movement
8th          +3             4d6      Ability Score Improvement
9th          +4             5d6      Evasion
10th        +4             5d6      Expertise
11th        +4             6d6      Extra Attack (2)
12th        +4             6d6      Ability Score Improvement
13th        +5             7d6      Jack of All Trades
14th        +5             7d6      Varied Study Feature
15th        +5             8d6      Slippery Mind
16th        +5             8d6      Ability Score Improvement
17th        +6             9d6      Reliable Talent
18th        +6             9d6      Feral Senses
19th        +6             10d6     Ability Score Improvement
20th        +6             10d6     Signature Spells
Class Features
You gain the following class features.
Hit Points (conventional 5e)
Hit Dice: 1d6 per Wanderer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wanderer level after 1st

Hit Points (With our houserules)
Hit Dice: 1d4 per Wanderer level
Hit Points at 1st Level: 1d4+8 + your Constitution modifier
Hit Points at Higher Levels: 2d2 (or 3) + your Constitution modifier per Wanderer level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One musical instrument of your choice; thieves’ tools; one type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Sleight of Hand; choose any two others.
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword, or (c) any simple weapon
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a dungeoneer’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
• (a) any musical instrument or (b) thieves’ tools or (c) one type of gaming set
• (a) chain mail and a shield or (b) Leather armor and two daggers
Cannot own more than 6 magic items; magic items do not function for them until second level. If a Wanderer ever has more than 6 magic items on their person, those after the 6th do not function while the Wanderer is holding them.

[I’m still debating this one. It’s in here purely because I adapted this class from a never-played homebrew Second Edition concept, and I couldn’t think of a better way to adapt the magic item restrictions I’d given them into 5e.]
You can cast a spell as a ritual if you have the spell in your reportoire. The number of spells you can learn as rituals is detailed at the end of the class description, as is the list of spells you can choose from.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the table.
At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Varied Study
At third, sixth, and 14th level respectively, you may take one of the second, fifth, and 13th-level feature of one other class.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your wanderer level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
Unarmored Movement
Starting at 7th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Jack of All Trades
Starting at 13th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Reliable Talent
By 17th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Fighting Blind
At 18th level, you’ve been in so many fights that you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Wanderer’s Luck
You might be favored by the gods. You may be slightly precognizant and not know it. You might just be really lucky. Whatever the case, whenever you roll a natural 1 on an attack roll, skill check, or ability check, you treat it as a natural 20.
Level   Cantrips             Ritual Levels
            Known           1st 2nd 3rd 4th 5th 6th
1st            1
2nd           1                 1
3rd            1                 2
4th            2                 2      1
5th            2                 2      1    1
6th            2                 2      1    1
7th            2                 2      1    1
8th            2                 2      1    1   1
9th            2                 2      2    1   1
10th          2                 2      2    1   1   1
11th          3                 2      2    1   1   1
12th          3                 2      2    2   1   1
13th          3                 2      2    2   2   1
14th          3                 2      2    2   2   1
15th          3                 2      2    2   2   2
16th          3                 2      2    2   2   2
17th          3                 3      3    3   2   2   1
18th          3                 3      3    3   2   2   1
19th          3                 3      3    3   2   2   1
20th          3                 3      3    3   2   2   1
Wanderer Cantrips
Blade Ward, Dancing Lights, Friends, Hex, Mending
Wanderer Rituals
1st Level
Alarm, Disguise Self, Grease, Jump, Longstrider, Purify Food and Drink, Message
2nd Level
Alter Self, Darkness, Darkvision, Silent Image
3rd Level
Daylight, Invisibility, Rope Trick, Water Walk
4th Level
Freedom of Movement, Nondetection, Tongues
5th Level
Animate Objects, Cure Wounds, Passwall, Polymorph
6th Level
Arcane Gate, Teleportation Circle

Dungeons And Dragons- quinta edición

And no, I’m not talking about the freaking awesome TV show. Not in this post, at any rate.

I picked up the 5th edition rulebooks about six months ago, and they’re awesome. I’ve been working on a campaign setting, which I finally finished. Long lore, long story, not important at the moment.

I came up with a few things for it. This process is also known as “Stealing awesome stuff from books, movies, and other people’s homebrew and then painting over it to make a sketchy totally-not-stolen new item.”

…Anyway, if anyone cares, here are a couple things I came up with. Completely not playtested yet, but getting there.

Monstrous Subrace, for any race.
Your character, due to a magical accident, strange birth circumstances, or unusual ancestry, has greater abilities than a normal human; however, this is compensated for by their strange appearance and (often) being alienated.
Ability Score Adjustment. Your Strength, Dexterity, or Constitution can each have an increase of between 1 and 6; however, your Charisma, Intelligence, or Wisdom (respectively) loses the same amount.
Marked. Your character has a rather unusual look about them, such as antlers (grants gore 1d6 damage+ proficiency), elongated limbs (grants reach), gills (grants water breathing), glowing eyes (darkvision), a tail (advantage to acrobatics), wings (functions as below), fangs (bite 1d4+proficiency), or prehensile feet (can hold an extra weapon in feet).

Wings. As your character develops, so will their ability to use the spell Fly, as shown on the chart below.
Wing Proficiency
Level   You may cast Fly…        Fly Speed
1st       once per Long Rest       25 feet
4th       once per Long Rest       35 feet
8th       once per Short Rest      40 feet
12th     as a Cantrip                   60 feet

Elf Subrace: Wild Elves
Wild elves are a much older race than Wood Elves, for the Wild Elves are descended from the first of the ancient Fae to emerge into the mortal world. The Wild Elves live deep in untamed jungles, and have a simple lifestyle, in tune with nature. However, some younger Wild Elves, wishing to know more about the world, emerge into the outer world and are often mistaken for Halflings. They have spiky, wild hair in shades of green, blond, silver, or red; large almond-shaped eyes in turquoise, hazel, or emerald-green; and skin with a faint greenish cast. They are adventurous and mischievous, and cannot abide the sight of caged animals. They’re also ritual cannibals, and believe the soul is housed in the throat (if you can’t talk, you must be dead), but nobody’s perfect.
Size: Small. Wild elves max out at 3’ 6” in height.
Ability Score Adjustment: Your Dexterity, Constitution, and Charisma scores increase by 1, but your Intelligence and Wisdom scores decrease by 1.
Forest Bond: You gain a +2 bonus to AC in forest and jungle environments (due to ability to dodge behind trees, etc.)
Bite: You have an unarmed bite attack that deals 1d4 piercing damage.
Favored Class: Barbarian.
Languages: Elven and Sylvan.

Okay, I give up. I’m gonna stop doing all the ability headers in bold.

New Race: Zanyen
Their appearance holds some hint of Fey ancestry, but if so it is mixed with heritage unlike any known in the Multiverse today. They are muscular, but slim, and about 5-6 feet tall, with pointed ears and green-tinted skin. Their hair colors range though white, black, dark green, and dark orange. They have no facial hair and little body hair.
The history of the Zanyen has little information from before the Aberrant Swarm; however, they do have tales of a god they once worshipped, by the name of Izajan. Among the goals of the race are to find the body of their god, and then petition the New Gods (as they call the Eight) to restore him to life. Whether Izajan could shed more information on the history of the Zanyen is not known.
Zanyen live on the rolling plains of Shom, often within villages built around the ancient pieces of Old Sigil. They are consummate explorers, and as a result, they have acquired a reputation as planar merchants. They are often found sailing through the Mortal World, bringing interesting goods from their travels through the Multiverse.
Zanyen Traits
Ability Score Increase. Your Strength score increases by 1. Your Dexterity score increases by 1. Your Charisma score increases by 1.
Age. Zanyen mature quickly, usually at the age of 15. They have been known to live up to the age of 420.
Alignment. Zanyen are almost always Chaotic, however some may try to keep themselves under control through rigid codes of conduct, becoming Lawful.
They are usually neutral or good.
Size. Zanyen are about 5 to over 6 feet tall and weigh around 160 to 230 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
Trance. You can meditate deeply for 4 hours, which counts as sleeping for 8 hours.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Calm Fury. You can inspire fear through reason and provoke thought through anger. You may use an Intimidate check to replace a Diplomacy check or a Diplomacy check to replace a Intimidate check. The result counts as whatever check was replaced.
Favored Classes. Fighter, Druid, and Barbarian are the most common classes a Zan might belong to.
Languages. Zann, Common, and one other.

When using a longsword or greatsword and no shield or other weapons, you deal piercing damage instead of slashing. You also gain a +1 bonus to attack and damage rolls with that weapon.

Druid Circle: Circle of the Avenger
Fast Movement: At 2nd level, a druidic avenger’s base land speed is faster than the norm for their race by 10 feet.
Wild Empathy: A druidic avenger has disadvantage on Animal Handling checks.
Rage: An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 2nd level, and one additional time per day for every four levels above 1st. An avenger does not gain the Relentless Rage or Persistent Rage abilities.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 14th level in this class.
Doublespell: At level 10, you may choose one spell you know of level 4 or below. Once, you may cast it without expending a spell slot. You regain this with your other spell slots after you finish a long rest.

I also made two classes, the Wanderer and the Witch, but the tables are gonna be annoying to put up, and it’s like five a.m. here, so I’m gonna stop this post now.

A D&D Post

Mostly discussing our lack of seriousness.

As in, we have rules for Dance Fights!

No, I’m not kidding.

We use our social skills to attack in dance-fights, instead of our combat skills. And our ranks in the performance skill are rather important.

[For those who care: We don’t use our base attack rolls, we use a Performance roll. Charisma or Dexterity (whichever is higher) is used for attack and damage, instead of Strength/Dexterity.]

We should not be surprised when zombies begin doing the Thriller dance. For that matter, Succubi Just Wanna Have Fun. Incubi are Bad boys (excepting, for various reasons, that one singing about Chameleons), and Satyrs want to go to the Paradise City.

I think that’s enough 80s song references now. But you get the idea.