Ability Score Increase:
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility:
Choose one of the following traits:
(Aquatic Half-Elf)
Swimming Speed:
A half-elf of aquatic heritage can forgo Skill Versatility and instead choose a swimming speed of 30 feet.
(Drow Half-Elf)
Drow Magic:
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
(High Half-Elf)
Cantrip:
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
(Wood Half-Elf)
Fleet of Foot:
Your base walking speed increases to 35 feet.
(Wood Half-Elf)
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.
(High or Wood Half-Elf)
Elf Weapon Training:
You have proficiency with the longsword, shortsword, shortbow, and longbow.
(General)
Skill Versatility:
You gain proficiency in two skills of your choice.
- Mark of Detection Half-Elf
Ability Score Increase:
Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
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 is your spellcasting ability for these spells, and you don’t require material components for them.
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.
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 |
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 |
Comments