Half-Elves
Half-elves are born to human and elven families and are most common in places where the two peoples have lived alongside one another for generations.
Their upbringing varies considerably. A half-elf raised in a human community may have little direct connection to elven traditions, while one raised among elves may learn them from childhood but experience family and community life differently because of their shorter lifespan.
Half-elves are particularly common in Thalmyra's Reach, especially around the Concord and its coastal cities. Established populations can also be found in Celaine and Vel'Nathar, where mixed human and elven families have been part of local communities for generations.
Their familiarity with more than one culture has given half-elves a reputation as diplomats, interpreters, and intermediaries. In some places this becomes an expectation, even when the individual has no interest in taking on such a role.
Identity and Culture
Half-elves usually inherit features from both sides of their family. Their ears are generally shorter than those of elves, and they mature at roughly the same rate as humans while living considerably longer.
There is no single half-elven culture across Eldareth. Most grow up within the customs of their household and the community around them. Some families maintain traditions from both sides, while others are much more closely connected to either their human or elven relatives.
As a result, half-elves from the same region may have very different experiences. Some move easily between human and elven communities, while others are regularly expected to know customs, languages, or family traditions they were never taught.
As they grow older, many choose which family practices they want to continue. A half-elf may preserve traditions from both sides of the family, favor one over the other, or adopt customs from the community in which they have made their own home.
Their lifespan can also shape family relationships in practical ways. A half-elf may outlive human parents, siblings, or partners by many decades while aging much faster than elven relatives of the same generation. Communities with long-established half-elven populations are generally more familiar with these differences and the family arrangements that result from them.
Half-Elves Across Eldareth
Half-elves are most common in cities and regions where human and elven populations have lived together for a long time. In places such as Thalmyra's Reach, mixed families are ordinary enough that half-elves rarely attract special attention.
Elsewhere, assumptions about ancestry can be more common. Human neighbors may expect a half-elf to understand elven customs they were never taught, while elves may assume traditions familiar to them played an important part in the half-elf's upbringing.
Half-elves have taken part in the same institutions, conflicts, trades, and communities as the people around them. They do not share a separate history simply because of their ancestry. Their histories are usually those of the families, cities, and regions in which they were raised.
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.