Half Elf | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Half Elf

Ability Score Increase +2 to any one stat, and +1 to any other stat.
Size Medium
Speed 30ft

Chose one of the following heritages for your primary Elf species.

 

High Elf

  Long Lives: Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.   or   High Magical Capacity: You can pick any one cantrip from the sorcerer or wizard spell list to know. You can use Intelligence, wisdom, or charisma as your spellcasting ability for these spells, selecting one at character creation and it cannot be swapped.  

Deep Elf:

  Close Listening: When making a perception check to hear you may add 1d4 to your perception check, this feature can be used an amount of times equal to your proficiency bonus until needing a short or long rest to record this feature.   Darkvision: You can see in dim light within 30 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. If taken with a Dwarf this vision increases to only to 60 feet. If taken with a Deep Dwarf this vision increases to 120 feet, but you gain Sunlight Sensitivity.   Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Snow Elf:

  Born Upon A Mountain: Climbing doesn't cost you extra movement.   Warm Bodies: You are immune to the effects of Extreme Cold weather. If you are also half Dwarf this provides Cold resistance.  

Star Elf:

Proficiency: Take proficiency in one skill, tools, or weapons.   and   Temperate Bodies: The Stars Elves are immune to the effects of Extreme Heat and Extreme Cold weather.   or   Priests of Water: You know the shape water cantrip.  

First Elf:

  Aged Proficiency: Take proficiency in any two skills, any one skill and tool, or any one skill and two weapons.  

Wood Elf:

  Keen Senses: You have proficiency in the Perception skill and one tool, or weapon.   or   Natural Magic: You have a high magical capacity. Learn one Druid, or Wizard cantrip.  

Chose one of the following heritages for your Secondary species.

 

Human:

  Versitile: Take proficiency in any two skills, any one skill and tool, or any one skill and two weapons.  

Orc:

  Adrenaline Rush: When you fail a Strength or Constitution saving throw or check, you can add a d4 to the roll, potentially turning the roll into a success. This feature can be used once before needing to take a short or long rest to regain use of this feature.  

Dwarf:

  Darkvision: You can see in dim light within 30 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. If taken with a Deep Elf this vision increases to 60 feet.   Warm Bodies: You are immune to the effects of Extreme Cold weather. If you are also half Snow Elf this provides Cold resistance.  

Deep-Dwarf:

  Burning Bodies: You are immune to the effects of Extreme Heat weather. If you are also half Snow Elf this provides immunity Extreme Cold weather.   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 can’t discern color in darkness, only shades of gray. If taken with a Deep Elf this vision increases to 120 feet, but you gain Sunlight Sensitivity.   Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.  

Dragonborn:

  Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   or   Claws: Your arms are draconic claws that are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You use your dexterity to hit as if this was a finesse weapon.
  or   Darkvision: You can see in dim light within 30 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. If taken with a Deep Elf this vision increases to 60 feet.

Languages. Two languages typically Common and Elvish.


Created by

rexicansasquatch.

Statblock Type

Race

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