Wood Elf Magic Feat 5e: Our Guide for Players & DMs

This guide is going to help you break down the Wood Elf Magic feat and all of its capabilities. It will hopefully provide some insight and clarity as to if the feat is even worth taking on your wood elf. Let’s dive into it. 

What Is the Wood Elf Magic Feat in DnD 5e?

Wood Elf Magic in 5e allows you to learn one druid cantrip of your choice. It also provides you with the Longstrider spell and Pass Without a Trace spell.

Wisdom is your spellcasting modifier for these spells. The only prerequisite for taking this feat is that you need to be a Wood Elf, which is a given. 

Wood Elf Magic

Prerequisite: Elf (Wood)

You learn the magic of the primeval woods, which are revered and protected by your people.

You learn one Druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace spells, each of which you can cast once without expending a spell slot.

You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Source: Xanathar’s Guide to Everything

Now that you’ve read it for yourself, let’s get into the details. 

Why Should I Take This on My Wood Elf? 

This feat is obviously more centered on the nature aspect of the wood elf, given the spells it provides.

Longstrider and Pass Without a Trace are extremely good spells, can be used in different ways, and provide a lot of utility.

DMs hate having to deal with Pass Without a Trace, so taking this feat may force your DM to up the difficulty on certain elements, which can be fun.

This feat also allows you to learn a druid cantrip of your choice. There are several options to choose from here. Here they are: 

There are a few options that standout here, to me anyway (Please note that these are merely recommendations that I believe are good options).

Thorn whip is a classic offensive cantrip. This cantrip has a range of 30 feet and deals pretty solid damage – definitely one you want to consider if you plan on going for a higher damage spell choice.  

Thorn Whip

Transmutation cantrip

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the stem of a plant with thorns)
  • Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee-spell attack against the target.

If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Source: Player’s Handbook

Resistance is also a good option. Being able to add a d4 to one’s saving throw can literally save lives. It does, however, require concentration to maintain, and it only has a touch range.

Depending on your build, this could be risky, but it’s definitely a spell you should consider. 

Resistance

Abjuration cantrip

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Source: Player’s Handbook

My final recommendation for your cantrip choice is Shillelagh – an extremely overlooked cantrip, especially in early levels.

This cantrip has the potential to break through resistances as it turns your wooden club or quarterstaff into a magic weapon.

As druids don’t start with metal weapons, this spell is fantastic for giving a high-Wisdom-stat character some early damage at close range. 

Shillelagh

Transmutation cantrip

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power.

For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8.

The weapon also becomes magical if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Source: Player’s Handbook

This spell is underrated in my opinion. The fact that you can turn a Strength weapon into a Wisdom weapon is great, especially if a ranger or druid is forced into a close quarters battle.

Combining any of these cantrips with Longstrider and Pass Without a Trace can turn your wood elf ranger, druid, rogue or whatever class you are into a pretty annoying foe. 

Is This Feat Worth It?

To me, this feat is worth it if you plan on playing a wood elf caster or pseudo caster of sorts, such as ranger, or a stealthy class, such as rogue.

Naturally, you want to have a high Wisdom stat before taking this feat as Wisdom is your spellcasting modifier for these spells.

Since this feat only provides you with two spells and a cantrip, it’s not very effective in later levels, with the exception of Pass Without a Trace. It all depends on your stats.

There are other feats out there that can provide you a greater benefit than this feat. If you’re playing in a party and happen to have a druid or cleric already, this feat may not be for you. Then again, the choice is yours to make.

I personally recommend you take this feat as early as possible to get the most benefit out of it early on. Plus, you can add some interesting RP elements as to how you acquired this magic, which could add to your backstory.