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Half-Elf

Half-elves were humanoids born through the union of an Elf and a Human. Whether a half-elf was raised by their human parent or their elven parent, they often felt isolated and alone. Because they took around twenty years to reach adulthood, they matured quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place.

Description

Half-elves stood roughly around 5 feet and 5 inches to 6 feet and 2 inches (1.7 to 1.9 meters), making them only slightly shorter overall than humans, and weighed in at 130 to 190 pounds (59 to 86 kilograms), making them heavier than elves but still considerably lighter than humans. Like humans, half-elves had a wide variety of complexions, some of which were inherited from the elven half of their heritage, such as a tendency for metallic-hued skin and inhuman hair colors. For example, half-pallid elves typically exhibited a pale, bluish tint around the ears and chin, while half-high elves had a color more reminiscent of bronze, with hair of gold.     Unlike true elves, however, male half-elves were capable of growing facial hair and often did so to distinguish themselves, in part, from their elven parents. Half-elven ears were about the size of human ones, but like elves, they were pointed on the ends. Half-elves were also notably more durable and passionate than either elves or humans, a unique result of the two races' blending.   Half-elves usually adopted the dress and hairstyles of the culture among which they were raised. However, it was also fairly common for half-elves raised among humans to wear elven clothing in order to proudly display signs of their dual heritage. Regardless of what they wore, half-elves stood out in a crowd through the combination of physical distinctiveness and force of personality.   Half-elves matured at a slower rate than humans, and could live for over 180 years.

A half-elf hunter

Abilities

  Half-elves gained an unusual blend of abilities from their two heritages. More durable and more innately charming than either humans or elves, half-elves lacked the grace or wisdom of their elven parents, though they did have some of the versatility of their human ancestors. Half-elves had a natural ability to learn outside of their specialty, giving them a strength in adaptability. Half-elves, like their elven parents, worked well with others and could lend some of their own skill to friends or allies.   Like their elven parents, half-elves were typically immune to the effects of the enchantment school of magic. Likewise, half-elves also inherited the ability to see keenly in low-light conditions, with little or no ill effect, and had enhanced senses of sight and hearing compared to their human brethren.

Personality

Half-elves, as a result of their unique heritage, exhibited a confidence and strength of personality uncommon amongst both humans and elves, a result of the blending between elven perceptiveness and human passion and drive. Half-elves were natural leaders and negotiators, and, perhaps because of their reality of living in two worlds, were unusually open-minded. Some half-elves manifested this leadership through confidence and bravery, but others were cordial and polite, manifesting their force of personality in a subtler but no less effective manner.   Like elves, half-elves were curious and inventive creatures, though this was coupled with the powerful ambition of their human parents. Half-elves also shared a love of the natural world and art with their fey parents.   Half-elves, like their elf parents, were free-spirited and chaotic, with a distaste for overbearing rules and regulations. However, like humans, half-elves leaned neither towards good nor evil, and while they valued creativity and liberty like elves, half-elves lacked the virtuous bent that moderated these tendencies in elves. As a result, half-elves could prove unreliable and unpredictable allies at times.   Half-elves generally liked to be around others, the more diverse the better. Perhaps due to the circumstances of their birth, or a simple drive towards diversity, half-elves were often found in large population centers where other races mingled freely. Half-elves naturally gathered others around them, forming a large network of contacts that was both pleasing to their psyche and practical for other purposes. In spite of this love for forming connections, or perhaps because of it, half-elves rarely settled down for any length of time and possessed a genuine sense of wanderlust, moving from place to place in a way that made them very natural adventurers. However, whenever a half-elf returned to a place where they had already been, they hunted down old friends and renewed relations.   Half-elves typically got along well with elves and humans who were understanding of their heritage. Half-elves also enjoyed the company of dwarves, gnomes, and halflings. Half-elves benefited in these relations from the fact they had the grace of an elf without the arrogance and the enthusiasm of a human without the latter race's common coarseness. Half-elves were less than entirely trusting, however, of half-orcs, with whom they shared a human heritage but whose orcish ancestry was historically opposed to the heritage of an elf.   Half-elves often make excellent intermediaries between their two parent races, though often both sides suspected the half-elf of favoring one or the other. Where humans and elves were not on good terms, half-elves often found themselves caught in the middle. In particular, humans could come to view both half-elves and their parents with a degree of envy and fear, mistreating half-elves in places where contact between the two races were rare, an attitude to which half-elves often reacted by leaving civilization to take on a solitary existence in the wild.   Though many half-elves were beloved by members of other races, not all half-elves were born to a loving human–elf couple. Such a troubling past could affect half-elves in many ways, sometimes causing them to become bitter or feel burdened by the past. This led them into conflict with members of other races, (who often expected half-elves to be friendly and joyful,) in turn putting undue pressure on troubled members of the race.   Ultimately, half-elves endured, both physically and socially. Admired and respected by others of all races, half-elves naturally inspired loyalty and returned the fealty with deep friendship and a sense of responsibility. As such, half-elven leaders often led from the front of a battle, preferring not to send friends or followers into danger that they themselves would not face and putting themselves at risk while inspiring even more devout loyalty.

Society

Culture

Half-elves had no culture to call their own. Generally speaking, half-elves represented the culture into which they were born, though many half-elves wandered from their homes, becoming truly cosmopolitan individuals. As a result, many half-elves lacked a "true" accent or even a consistent cultural outlook.   Many half-elves were inexplicably drawn to the life of an adventurer, possessed by a sense of wanderlust and alienation that drove them into unusual careers.
 

Religion

Many half-elves worshiped the Toveruus in much the same way as did their elven parents, but others favored human deities such as Alltud, who was considered the human father deity of half-elves. Tesha was viewed as the patron of half-elves within the Toveruus and so was especially popular amongst culturally elvish half-elves. Half-drow were also known to worship Terä for her desire for freedom.

Player Race Features

  • Ability Scores. Choose any +2; choose any other two unique +1.
  • Size. Medium.
  • Speed. 30 ft.
  • Darkvision. Thanks to your elf blood, 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.
  • Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Subrace: Eladrin

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. During that time, you take on the appearance of the relavent eladrin season of your ancestry.

Subrace: High

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Subrace: Wood

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Elf Weapon Training. You have proficiency with the longsword, 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.

Subrace: Sea

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
  • Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Subrace: Drow

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Subrace: Shadar-kai

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. During that time, you appear ghostly and translucent.

Subrace: Pallid

Choose one of the following abilities
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Spellstain

Mark of Detection

  • Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.
  • Magical Detection. You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race), and you don't require material components for them.
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.
  • 1st Detect Evil and Good, Detect Poison and Disease
    2nd Detect Thoughts, Find Traps
    3rd Clairvoyance, Nondetection
    4th Arcane Eye, Divination
    5th Legend Lore

Mark of Storm

  • Windwright's Intuition. When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.
  • Storm's Boon. You have resistance to lightning damage.
  • Headwinds. You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.
  • 1st Feather Fall, Fog Cloud
    2nd Gust of Wind, Levitate
    3rd Sleet Storm, Wind Wall
    4th Conjure Minor Elementals, Control Water
    5th Conjure Elemental