Is the Elven Lightblade considered a light weapon for the purpose of Two Weapon Fighting?
If I have a familiar, I can cast Inflict Wounds through it, as per the description of Find Familiar:
Your familiar can deliver the spell as if it had cast the spell.
Inflict Wounds includes a melee spell attack. The rules for spell attacks state (PHB p. 206) that:
Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
The Elven Accuracy feat (XGtE, p. 74) states that
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
The second person pronoun is used in both of these last two wordings. So if the caster’s, rather than the familiar’s, spellcasting ability modifier and proficiency bonus are used for this melee spell attack, it seems to follow that, given advantage on the attack, a reroll would be available via Elven Accuracy (if the caster has that feat). Is this the case?
Though I have approached this in a few ways before, I am left confused on the sub-races elves have. Referencing The PHB (P.23/24), DndBeyond, SCAG (P.106) and an Unearthed Arcana from WotC (Knowing it’s experimental, but it will come in to play), there seem to be different ways to class Elves…
In the PHB, all elves, save for the Drow of the Underdark, seem to find themselves classed as either a High Elf (Bright or Dark) or Wood Elf, depending on if your elf comes from Greyhawk, Dragonlance, the Forgotten Realms, or Faerûn:
Grey, Valley, Silvenesti, Sun, Gold or Sunrise
High, Qualinesti, Moon, Silver or Grey
- Wild (Grugach), Kagonesti, Wood, Green or Forest.
However, DndBeyond goes even further by breaking these elves up by the regions of Aerenal, Valenar, and Eldrin, giving lore to each type of elves (and mention of a Hawk, Horse or Hound pet for Valenar as well), though I am not sure if this adds to the locations or are separate, as they have no additional names.
Then the SCAG and Unearthed Arcana introduces us to the Avariel (winged, or Bird), Lythari (lycanthropes, or Wolves), Sea (aquaman or Fish), Star (Etheral), Wild (Grugach), and Shadar-Kai (Shadowfell Zombies) and has different stat blocks for all but the Lythari and Star.
The first confusion comes with how often Wild Grugach elves have been mentioned as both part and separate to the Wood Elf Sub-race. Along with the separate section for the Arenal and Valenar (which can be either High or Wood) it makes me wonder how this all works:
Is Arenal and Valenar locations alongside Greyhawk, Dragonlance, Forgotten Realms, and Faerûn? or a category that encompasses them?
Are Eldrin, Avariel, Lythari, Sea, Star and Shadar-Kai separate from the High and Wood elf sub-classes like the Drow are? or can one find an Avariel Wood elf?
Do elves have separate traits within their subclasses? ie. do Grugach and Kagonesti look and act the same or have their own physical traits and way of life?
Simplifying everything together into one coherent thought, I would like to know how Elf sub-races work given all the official information that is published and what racial-traits makes each kind of High, Wood, etc elf type unique within its sub-race.
I am playing a magus with a 15-point buy. What is the mechanically stronger direction to go, dex-based or str-based?
I intend to be an elf, use a scimitar, and go into the bladebound archetype. Other than that, I am going to let optimization direct my character creation.
We expect the campaign to be long-lived, starting at level 1 and we intend to run it all the way to 20.
I’m not sure whether to go Str or Dex based. Which will prove to be the strongest over the life of the character and why?
I like the feat Dervish Dance, but it requires a scimitar. Although an Elven Curve Blade’s flavor text says it is “essentially a longer version of a scimitar”, I don’t believe that’s enough of a justification for allowing that feat with this weapon.
I am building a level 1 magus and am looking ahead at feat options. I expect I will take a high dex build and get into weapon finesse. I definitely intend to stay in the magus class, so I’m looking for a feat (or trait) to accomplish this goal.
Is there another way to gain a Dex bonus to attack damage via feats and the like?
My first D&D 5e character will be a Sun Elf. I hope he won’t die any time soon, but I would like to know what would happen to my character if he bites the dust. Or at least what he thinks would happen. I tried to google for some answers about elven afterlife, but I got contradictory results. So I turn to you guys and gals for enlightenment. I don’t know if there is an universal answer to my question for all Campaign Settings, but I would be most interested in information regarding the Forgotten Realms Setting.
I seem to recall, that there is no elven deity of death. But I am not sure if this means that one of the other death deities is responsible for elves as well. And now that I think about it, I don’t even know what happens to non-elves when they die. (Something in the Shadowfell … maybe?). I assume they are allowed entrance to the paradise of their favored deity. Or, if no deity cares about them, the are just stuck in purgatory or something. So, is there a special place for elves in the afterlife or do they go to whatever paradise belongs to Corellon Larethian? I also read something about the Feywilds or something, where all the elves originally came from. And that elves would return there after their death. But maybe that’s just some Lord of the Rings lore jumbled up in there (→ elves “going west” when they die). Then there is an island called “Evermeet”, where elves go when they know they will die? Don’t know, sounds confusing.
I would be most thankful if someone could help me sort these things out or point me to a good source, where I can read more about dead elves and such things. Thanks in advance.
Based on the Dwarven Thrower, this homebrew magic weapon is essentially an elven dagger with the similar returning feature. The exact specifics:
Weapon (dagger), rare (requires attunement by a elf or half-elf)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet.
When you hit with a ranged attack using this weapon it deals an extra 1d6 damage. Immediately after the attack, the weapon flies back to your hand.
The main concern I have is its rarity; does this classify as Rare?
The original Dwarven Thrower was “Very Rare”, but I removed the extra damage to a specific enemy, and decreased the damage die down from a d8 to a d6, and +3 to a +2. Should they be higher or lower? Should the extra damage dice be a d4 perhaps?
I’m playing in Adventurer’s League, currently lvl 4 (1 rogue, 3 fighter) as an arcane archer. I currently have bracers of archery. Currently my attack roll is +7 and my damage roll is 1d8+1d6+5 with advantage every roll due to constantly hiding.
My next 2 lvls will be in fighter, taking the sharpshooter feat and then extra attack. With sharpshooter my attack bonus modifier will be +2 with damage of 1d8+1d6+15.
In the near future possibly before fighter lvl 6 I will have cloak of elvenkind and slippers of spider climbing. A +2 weapon is likely after that.
Taking these into account, my question is for fighter lvl 6 is it better to take the dex increase to 18 or would the constant triple advantage from elven accuracy do better? I will be taking the ASI or the Feat later on in future ASI levels either way.
My experience and assumption is that majority of sessions will be combat heavy, and any session which is not should be covered well enough by my utility and proffciencies as a rogue.
He has a speed of 30, while his Steed Ally a speed of 40. If the enemy is within 80 feet, he can use the Command an Animal action to direct his horse to use two of its actions close the distance, and his remaining two actions to Strike.
However, should the enemy fire arrows from 300 feet, he is better off without his horse:
- On foot: In the first 3 rounds he closes 3 times 30 feet, and in the foruth he Strides one last time before Striking twice
- Mounted: It takes 4 rounds just to get there
Did I misunderstand something? If not, is this intentional, or just an unfortunate edge case?
I know that with the Imposing Destrier feat from level 10 the horse is actually faster, but that is beside the point right now.
- the bard has 20 dex
- the bard is shooting with a longbow
- another player can consistently provide the help action for 1 attack with advantage every turn
- the bard has elven accuracy
The bard is level 10, so a +4 proficiency. The bonus action would generally be used to either cast Healing Word on allies or give them bardic inspiration. For the sake of this question, we can just look at raw damage
So the comparison as I understand it is:
Greater Invisibility: 2 attacks with Elven accuracy advantage, bonus action available
Swift Quiver: 4 attacks, 1 with Elven accuracy advantage, no bonus action available