Half-Elf Species in Heythren | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.   Of Two Worlds   To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.   Diplomats or Wanderers   Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.   Half-Elf Names   Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.   EXCELLENT AMBASSADORS   Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).   Half-Elf Variants   Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:   Half-Elf Traits   Your half-elf character has some qualities in common with elves and some that are unique to half-elves. Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.   Age   Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Size   Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Speed   Your base walking speed is 30 feet.   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.   Skill Versatility   You gain proficiency in two skills of your choice.   Languages   You can speak, read, and write Common, Elvish, and one extra language of your choice.   Mark of Detection Half-Elf   If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with whoever’s holding that blade, that’s what we do.   —Baron Trelib d’Medani   The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.   House Medani   Leader: Baron Trelib d’Medani   Headquarters: Tower of Inquisition (Wroat, Breland)   Represented by the basilisk’s eye, the Warning Guild of House Medani brokers the services of bodyguards and inquisitives. Medani advisors specialize in risk assessment and management, protecting clients from both physical and social threats. While Medani overlaps with the inquisitives of House Tharashk and the bodyguards of House Deneith, the Warning Guild specializes in subtle threats and complex mysteries. Baron Trelib manages the guild’s affairs from the Tower of Inquisition in Wroat, where the house also interrogates prisoners for King Boranel of Breland.   The members of House Medani are half-elves with deep roots in Breland. Medani has little interest in the power struggles that sometimes break out between the other dragonmarked houses. Many Medani heirs are more interested in helping their communities than in raw profit, and Medani heirs often work with local law enforcement or help those who can’t afford their services.   Ability Score Increase   Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.   Deductive Intuition   When you make an Intelligence (Investigation) or 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. Wisdom is your spellcasting ability for these spells, 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.   Spell Level Spells   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 Half-Elf Sovereigns and Firstborn, grant me the four blessings promised to our people: dominion over the air, dominion over the water, fortune for my family, and fortune for my future.   —From the Oath of Lyrandar   Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.   House Lyrandar Leader: Esravash d’Lyrandar   Headquarters: Stormhome (Aundair)   House Lyrandar has long ruled the seas. Their kraken-marked galleons harness air and water elementals and are faster than any mundane vessel. Control of sea and river trade gave Lyrandar considerable power. Now they reach out to the skies. Merely a decade old, Lyrandar airships have undermined the lightning rail’s domination of overland travel.   House Lyrandar also controls the air in a literal way. The Raincallers’ Guild can use the Mark of Storms to control the weather for its clients.   For many of the house’s members, the house is more than a family or business—its private island enclave, Stormhome, is the closest thing they have to a homeland. Baron Esravash is ambitious and often steers the house to act in what he sees as the interests of all half-elves. Lyrandar heirs help the Valenar elves run their young kingdom, and some believe that Valenar could become a true homeland for the Khoravar.   Ability Score Increase Your Charisma score increases by 2, and your Dexterity score increases by 1.   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. Charisma is your spellcasting ability for these spells.   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.   Spell Level Spells 1st feather fall, fog cloud 2nd gust of wind, levitate 3rd sleet storm, wind wall 4th conjure minor elementals, control water 5th conjure elemental   (Description courtesy of D&D Beyond)

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!