Introduction
A staple of fantasy fiction and folklore, Elves are a simple yet effectivebase race with subraces which are numerous and diverse enough that elves areusable in a variety of builds and character concepts. Unfortunately, becausethe subraces differentiate the Elf’s traits so much, it’s rare for more thanone subrace to be viable in the same class unless you’re using the CustomizingYour Origins optional rules presented in Tasha’s Cauldron of Everything.
Since the initial release of 5th edition, the evolution of the game hasrepeatedly shaken up the Elf’s place in the character optimization meta. Atinitial release, the Wood Elf was the only race with increases to Dexterityand Wisdom (excluding humans and half-elves since they have flexibleincreases), and the Elf was one of very few races which got additional skills,especially since elves get Perception. This made them appealing in manybuilds, including Druids and Monks. As we got additional source books, theintroduction of Booming Blade made the High Elf a powerful option for roguesand for “gish” builds.
The introduction of the custom origin rules was a big hit to the Elf, makingthe Wood Elf largely pointless, but making other elf subraces much moreappealing. The High Elf especially is now an even more appealing option forgish builds since you can reassign the Intelligence increase to somethingelse, making the High Elf an appealing option for martial bard builds,clerics, druid, rogues, and some multiclass builds. The Drow’s innatespellcasting is appealing for Charisma-based spellcasters. The sea elf exists.The Eladrin and the Shadar-kai offer teleportation for martial builds,especially non-casters. There’s an elf for every build.
Elves are one of very few published races with an aquatic option. While theSea Elf is conceptually interesting, it gets very little beyond the ability tofunction well underwater, so I habitually ignore it in my characteroptimization content. I will continue to do that here, but if you’re playingin an aquatic campaign, remember that the Sea Elf is a thing.
Table of Contents
- Introduction
- Disclaimer
- Elf Classes (Customizable Origins)
- Elf Classes (Default Rules)
- Elf Feats
- Elven AccuracyXGtE
- Revenant BladeERLW
- Elf Dragonmarks
- Mark of Shadow
Disclaimer
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
- Red: Bad, useless options, or options whichare extremely situational. Nearly never useful.
- Orange: OK options, or useful optionsthat only apply in rare circumstances. Useful sometimes.
- Green: Good options. Useful often.
- Blue: Fantastic options, often essentialto the function of your character. Useful very frequently.
We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.
The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows.
Elf Classes (Customizable Origins)
This section assumes that you’re using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything. If you’re not using those rules, scroll down to the next section.
Artificer
The High Elf is the obvious go-to option for the Artificer. An extra cantripis a great addition to the Artificer’s somewhat limited spellcasting. However,the Artificer takes most of their cantrips from the Wizard’s spell lists, andall the obvious options that you might want (Booming Blade, Fire Bolt, etc.)are already on the Artificer’s spell list. You don’t get anything new, justmore of the same. That’s not a bad thing, of course.
If you’re fine with the Artificer’s limited number of cantrips, consider theEladrin (either version) or the Shadar-Kai. Both will give you access toteleportation long before you get it from the Artificer’s spellcasting, and itwill help conserve precious spell slots.
Barbarian
The Eladrin (the version in Mordenkainen’s Tome of Foes) and the Shadar-Kaioffer access to teleportation, which is a powerful asset for a class soheavily locked into melee. Avoid the Drow, the Pallid Elf, and the High Elfsince you can’t cast or concentrate on spells while raging.
Bard
Access to Booming Blade might be single most simplest way to make front-linebards viable, despite getting two subclasses (swords and valor) which attemptto make that happen, so the High Elf is a great choice. For casting-focusedbards, the Drow’s innate spellcasting is a powerful addition, and the Eladrin(both kinds) offers access to teleportation. The Shadar-Kai is also an option,but their teleportation is only once per day, so the Eladrin is a betterchoice for a spellcaster who doesn’t need to teleport into the thick of meleecombat.
Cleric
Clerics planning to use weapons struggle to keep up with clerics relyingsolely on cantrips. Even with the benefit of Divine Strike,cantrips are still more effective. Access to Booming Blade makes melee weapon attacks a viable option, so theHigh Elf is again a great choice.
For casting-focused clerics, the Pallid Elf’s innate spellcasting istempting, but you can get similar benefits from the Trickery Domain. TheEladrin (either version) may also be appealing since clerics don’t haveshort-range teleportation on their spell list.
Druid
Booming Blade is great option for Circle of Spores. The Eladrin’steleportation is great for a class with no teleportation on its spell list.The Shadar-Kai also works, but since their teleportation is only once per LongRest, the Eladrin’s is more appealing for a class that generally doesn’t wantto teleport into melee. The Wood Elf exists, but Mask of the Wild isn’tespecially powerful.
Fighter
The Eladrin and the Shadar-Kai are appealing for melee builds who want accessto teleportation. The High Elf is appealing for the Eldritch Knight, but otherfighters will do better relying on regular attacks.
Monk
The Eladrin (either version) and the Shadar-Kai are your best options, but short-range teleportation is less useful thanks to Step of the Wind and the Monk’s exceptionally high speed. The Elf works here, but the Elf’s traits add very little to the Monk.
Paladin
The Eladrin and the Shadar-Kai are appealing for paladins who want access toteleportation. A high elf with Booming Blade might work, but most paladinswant to use Extra Attack in hopes of smiting on a critical hit.
Ranger
Like other martial classes, the Eladrin and the Shadar-Kai are appealing,adding teleportation to class that generally doesn’t have it. Combining thiscapability with the Horizon Walker can be a very satisfying build.
While rangers typically rely on on-hit damage bonuses from things likeFavored Foe or Hunter’s Mark, a high elf with Booming Blade is still anoption, especially if you have a subclass feature that takes a Bonus Actionand adds an on-hit damage bonus like the Fey Wanderer’s Dreadful Strikes sincethose features often make Hunter’s Mark less appealing.
Rogue
The Rogue has a lot of great options. The Drow’s spellcasting offers easyways to get Advantage or otherwise solve problems. The High Elf’s access toBooming Blade offers easy hit-and-run tactics in conjunction with CunningAction. The Eladrin and the Shadar-Kai offer access to teleportation, thoughCunning Action might make that less important. The Pallid elf’s ability tocast Invisibility is very appealing for any rogue.
Sorcerer
The Drow and the Pallid Elf both offer some innate spellcasting, and havingaccess to additional spells, even just once per day, is huge for the Sorcerer.Similarly, the Eladrin offers teleportation which you would normally get fromMisty Step, allowing you to safely skip that crucial tactical option and spendyour extremely limited number of spells known on other things.
Warlock
The Drow’s access to Faerie Fire is a powerful tool for a warlock builtaround Eldritch Blast, and any amount of innate spellcasting is helpful for aclass with so few spell slots. Similarly, the Eladrin and the Shadar-Kai offeraccess to teleportation without the high price of a spell slot. High Elf’saccess to a cantrip is nice, but the Warlock gets enough of them that itdoesn’t add anything meaningful.
Wizard
An elf wizard is one of those classic DnD tropes that dates back to theearliest editions. High elves in particular were the “default” race forwizards in the core rules. But with Intelligence increases available on anyrace, the High Elf is no longer just “the one you pick for wizards”, andstrangely it’s probably not the best elf option, either.
While the High Elf’s additional cantrip is nice, the wizard arguably alreadygets enough to get by. Unless you really want that cantrip, the Eladrin is abetter choice. A 2nd-level spell slot spent on Misty Step (not to mentionpreparing it) can be a steep cost, so having built-in teleportation is apowerful option. The Pallid elf similarly reduces the need to prepareInvisibility.
Elf Classes (Default Rules)
This section assumes that you’re not using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything or the updated version of the race published in Mordenkainen’s Monsters of the Multiverse. If you are using those rules, scroll up to the previous section.
Artificer
The High Elf makes a perfect Artificer, adding both Dexterity andIntelligence, as well as a Wizard cantrip to complement the Artificer’sspellcasting.
Barbarian
One of few classes where the Elf is a truly bad option. The Sea Elf and theShadar-kai are probably your best bet here solely because they’re the only elfsubraces which get increases to either Strength or Constitution. But theBarbarian is so strictly locked into Strength that it’s hard to functionwithout an increase.
Bard
Drow, Eladrin, and Mark of Shadow elves all recieve Charisma increases. Thecore elf Perception proficiency and Dexterity increase both complement theBard nicely in any build.
Cleric
The Cleric is a challenging option for the Elf, but it’s absolutely doable.Wood elves and Pallid Elves both get a Wisdom increase, and between Dexterityand Wisdom they make fine lightly-armored clerics. Avoid domains which provideheavy armor proficiency, and look for domains which complement your subracetraits.
Druid
Generally a better option for the Elf than the Cleric, the Druid’s adherenceto lighter armor makes it easier to rely on Dexterity without disregardingother class options like proficiency in medium and/or heavy armor. The WoodElf’s mask of the Wild works while using Wild Shape, and the Pallid Elf’sinnate spellcasting offers some interesting new options for the Druid toexplore.
Fighter
One of few classes where a large number of Elf subraces can truly shine.Since the Fighter only needs an increase to either Strength or Dexterity, anElf can fill any Dexterity-based build, and depending on your subrace you canemphasize different capabilities like spellcasting, stealth, or even Faceskills.
Monk
The Wood Elf is among the best race options for the Monk. Dexterity andWisdom are exactly what the Monk needs, and no class is more dependent onperfect ability scores. The Pallid Elf has the same ability score increases,but the innate spellcasting may be less appealing than the Wood Elf’s traits.Both options work great, so use whichever appeals to you.
Paladin
Like the Bard, elf subraces which provide Charisma increases make greatpaladins, but don’t overlook subraces which provide Constitution increases.While high Charisma is great, start with 14 or 15 is perfectly fine if youcan’t find a Charisma increase on the subrace that you like. Obvious optionsinclude the Drow and the Eladrin because they do get Charisma increases, butSea Elves and Shadar-Kai make good options too, and you might even be able tomake the High Elf work if you can make good use of attack cantrips likeBooming Blade from time to time. Mark of Shadow may seem like a strange choicefor the Paladin, but mechanically it works very well.
Ranger
The Wood Elf is almost tailor-made to be a ranger, but the Ranger’s onlymajor ability dependency is Dexterity so any elf subrace makes a fineranger.
Rogue
The Rogue needs Dexterity and almost nothing else, but free Perceptionproficiency does at lot to complement the Rogue’s already spectacular skills.Nearly any elf subrace works for the rogue, offering unique options dependingon your racial traits. High elf rogues should consider booming blade, whichmakes for great hit-and-run tactics when combined with Cunning Action. Mark ofShadow offers several excellent options for the Rogue, even if you don’t planto pursue Arcane Trickster.
The Rogue is, in my opinion, the single best use case for Elven Accuracy. Ifyou’re consistently relying on Advantage to deliver Sneak attack the extra dieimproved your chance of rolling a natural 20 (and therefore a critical hit)from 9.75% to 14.26%. And if you’ve ever gotten to roll a critical hit withSneak Attack you understand how exciting it is to roll all of those dice. Ifyou use the Steady Aim Optional Class Feature in conjunction with ElvenAccuracy, you get to roll that nonsese almost every turn. It honestly feelslike cheating.
Sorcerer
Drow, Eladrin, and Mark of Shadow elves all get Charisma increases, which isreally all that you need to succeed as a sorcerer, but they don’t addcapabilities which the sorcerer couldn’t already provide.
Warlock
Drow, Eladrin, and Mark of Shadow elves make excellent warlocks. ExtraCharisma is all that you truly need, but Dexterity helps to pad the Warlock’sAC in light armor, which is crucial for Hexblades. Drow innate spellcastinghelps to complement the Warlock’s limited spell slots, and be sure to pick upDevil’s Sight to capitalize on the ability to cast Darkness. Eladrin canteleport, reducing the need for Misty Step. Mark of Shadow grants some extraspellcasting, and adds several new spell options to the Warlock’s spelllist.
Wizard
A high elf wizard is among the most obvious and iconic wizard builds. All youtruly need to succeed as a wizard is an Intelligence increase, and the coreElf’s Dexterity increase and Perception proficiency will help to keep youalive. One extra cantrip may not seem like much since you already start withthree, but cantrips are very powerful and an extra can do a lot to diversifyyour capabilities.
Elf Feats
Elven AccuracyXGtE
If you can get Advantage reliably, this is a fantastic feat. The +1 abilityincrease is nice, but the reroll mechanic is the real draw here. You needAdvantage to trigger the reroll, but you can reroll one die each time you rollwith Advantage (though you’re limited to attack/checks/saves with the fourlister ability scores), so Advantage is essentially rolling three dice andchoosing the highest.
It’s a little unusual to lean into Elven Accuracy this far, but my blog post“Oops All Elves” dives intoexactly how crazy you can get by building a party around one feat.
Revenant BladeERLW
If you’re proficient with martial weapons and want to engage in two-weaponfighting, the Double Scimitar is appealing (provided that it’s available inyour game). Since the primary attack has a larger damage die than weaponswhich qualify for two-weapon fighting, you’ll get more average damage once yougain Extra Attack. However, most builds which use two-weapon fighting areDexterity-based, so without the Revenant Blade feat the double scimitar can bea hard choice.
If you’re building for two-weapon fighting, Revenant Blade is an improvementis excellent but not necessarily your best option. It’s an option to replaceDual Wielder, and Revenent Blade isn’t always better. Both feats provide a +1AC bonus, so let’s ignore that and compare the differences:
Revenant Blade adds the Finesse property to the Double Scimitar, making itequivalent to using a rapier and a dagger with Fighting Style (Two-WeaponFighting). Dual Wielder allows you to use non-light weapons while two-weaponfighting, allowing you to use two rapiers, two longswords, or something elsealong those lines. Two rapiers is better damage than a double scimitar (if weignore magic weapons), but Revenant Blade adds a +1 increase to eitherStrength or Dexterity (probably Dexterity) and doesn’t require a FightingStyle.
Once you hit 20 Dexterity, Dual Wielder with Fighting Style (Two-Weapon Fighting) will have better damage output because two rapiers are again more powerful. But the possibility of magic items tips things toward Revenant Blade since it’s easier to find one magic weapon than two, and the resource cost to spend a Fighting Style is steep, so taking a Fighting Style (Defense) with Revenant Blade is typically a more effective combination than Dual Weilder.
We go into this in more detail in our Practical Guide to Weaponized Bonus Actions.
Elf Dragonmarks
Dragonmarks are detailed in Eberron: Rising from the Last War. Elves treatdragonmarks like a subrace, retaining their core racial traits and adding thetraits provided by the dragonmark.
Mark of Shadow
A Charisma increase, some illusions, and bonuses to Performance and Stealth.This is a great option for nearly any rogue. The Arcane Trickster seems likethe most obvious beneficiary, but the only dragonmark spell which is new tothe Arcane Trickster is Pass Without Trace. Pass Without Trace is amazing, butit may not be enough make you reconsider your subclass to enjoy it.
If you’re using the custom origin rules, Mark of Shadow becomes an easy wayto make any character into a Scout, especially if you can cast spells.Artificers, clerics, druids, and eldritch knight fighters can all benefitgreatly.