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Half-elves walk the edge of two legacies. Born of both human and elven blood, they are often seen as bridges or diplomats, yet belong wholly to neither side. Some are raised in human lands, carrying a heritage they barely understand. Others grow among elves, always slightly outside the bounds of ritual and tradition. Wherever they go, half-elves carry a quiet tension—the sense that they were shaped to stand between rather than within.

They are most common in regions where elven and human cultures meet. In Thalmyra’s Reach, they serve in Concord embassies and coastal cities. In Celaine and Vel’Nathar, they are lorekeepers, envoys, and quiet observers. These children often draw more than the eye. They draw expectations.

Identity and Culture

Half-elves reflect both heritage and contrast. Their ears are tapered but not long, their lifespans extended but not timeless. Their skin, hair, and eyes blend human softness with elven brilliance, and their expressions often seem searching or thoughtful. Culturally, they borrow, blend, or build anew. Some find comfort in human adaptability. Others embrace elven memory and magic. A few walk away from both and shape something entirely their own.

They do not have a culture exclusive to them, and many learn to read the room before they speak. Among humans, they may seem too careful. Among elves, too impulsive. Their flaw is longing. Many spend years trying to belong where they were never meant to, instead of embracing the rare space only they can truly occupy.

Legacy in Eldareth

Half-elves do not leave kingdoms behind, but they are present at every turning point. They walk the borders of stories and stand in the stillness between old songs and new ones. When others see division, they offer perspective. When lines are drawn, they are already standing beyond them.

They do not belong to either world
And that is exactly why they endure

Half-Elf Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses. You have proficiency in the Perception skill.

Skillful. You gain Proficiency in one Skill of your choice.

Elven Legacy. Choose one of the following traits depending on your elf legacy which you pick when you first select the race:

  • Blessing of the Moonmaiden (Moon Elf heritage). You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame.

Starting at 3rd level, you can cast the Sleep spell with this trait, without requiring a material component. Once you cast Sleep with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

  • Blessing of the Moonmaiden (Shadow Elf heritage). You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame.

Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Once you cast Faerie Fire with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

  • Arcane Affinity (Sun Elf Heritage). You know one cantrip of your choice from the Wizard spell list.

Starting at 3rd level, you can cast the Detect Magic spell with this trait. Once you cast Detect Magic with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

  • Fey Step (Faeborne Elf Heritage). Starting at 3rd level, you can cast the Misty Step spell with this trait. Once you cast Misty Step with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. When you cast Misty Step with this trait, you have advantage on the first Dexterity (Stealth) check you make before the end of your turn.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.