Half-elf Species in Urbûn | World Anvil
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Half-elf

Half-elves, as usually defined, were humanoids born through the union of an elf and a human. Whether a half-elf was raised by their human parent or their elven parent, they often felt isolated and alone. Because they took around twenty years to reach adulthood, they matured quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place. Most half-elves were descended from wood elves and high elves. Pairings of elves and other races also existed, though they were rare.

Basic Information

Anatomy

Half-Elves share a lot more of their human parents' anatomy than their elven half. They are usually more muscular than the average elf but on average slightly shorter, more in line with their human genetics. Their eyesight and hearing is still inline with their Elven heritage although the effectiveness of it varies from case to case.

Additional Information

Perception and Sensory Capabilities

Half-Elves have darkvision like their Elven ancestors but only some Half-Elves possess their elven parent's hearing, it's hit or miss often. It is said that those who do have the trick have sharper points on their ears and those who don't have more rounded ears.

Civilization and Culture

Naming Traditions

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.

Common Dress Code

Half-elves usually adopted the dress and hairstyles of the culture among which they were raised. However, it was also fairly common for half-elves raised among humans to wear elven clothing in order to proudly display signs of their dual heritage. Regardless of what they wore, half-elves stood out in a crowd through the combination of physical distinctiveness and force of personality.

History

As long as humans and elves had interacted, there had been cases of half-elves being born between the two races. In spite of this, the race typically remained rare enough that, except in rare circumstances, half-elves had not congregated together in large enough numbers to form true communities. Historically, half-elves had flourished when elven societies, such as the ancient Forest of Tahl'ûne, began to decline, as they lost their territorial integrity and came into contact with human settlers. In more benign cases, half-elves were common where humans and elves have learned to live in harmony rather than in opposition, such as the nations of HaladruimTzardom of Mekrashov, Tymerian Imperial Sultanate  Kingdom of Preamor .

Historical Figures

  • Albert Raisin: A young moon druid, from Ashrust
  • Belmorn Bennett: Member of BBEG Removal Squad and Viola Bennett's husband
  • Mie D. Loch: A monk that grew up in a travelling circus

Interspecies Relations and Assumptions

Half-elves typically got along well with elves and humans who were understanding of their heritage. Half-elves also enjoyed the company of dwarves, gnomes, and halflings. Half-elves benefited in these relations from the fact they had the grace of an elf without the arrogance and the enthusiasm of a human without the latter race's common coarseness. Half-elves were less than entirely trusting, however, of half-orcs, with whom they shared a human heritage but whose orcish ancestry was historically opposed to the fey heritage of a half-elf
Genetic Ancestor(s)
Scientific Name
Dryadalis sapiens x Homo sapiens
Lifespan
128–180 years
Conservation Status
Near Threatened
Average Height
• F: 4′7″‒6′3″ (1.4‒1.9 m) • M: 5′0″‒6′8″ (1.5‒2 m)
Average Weight
• F: 84‒240 lb (38‒110 kg) • M: 114‒270 lb (51.7‒120 kg)
Body Tint, Colouring and Marking
Skin tone and haricolour, vary by race and ethnicity of parents, though the eyes are the same as their elven parent
Geographic Distribution

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.
ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
age: Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
alignment: Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can read, speak, and write Common, Elven, and one language of your choice.
race features:

Darkvision

Thanks to your elven heritage, 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.  

Half-Elf Versatility

Choose one of the following traits:
  • Skill Versatility (General). You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
  • Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.
 

Variant Half-Elf: Mark of Detection

Source: Eberron - Rising from the Last War   If your Half-Elf has the Mark of Detection, these features replace the Ability Score Increase and the Half-Elf Versatility traits.

Ability Score Increase

Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.

Deductive Intuition

Whenever you make a Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check.

Magical Detection

You can cast the Detect Magic and the 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 either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence 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 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 Spell
1st Detect Magic, Detect Poison and Disease
2nd Detect Thoughts, Find Traps
3rd Clairvoyance, Nondetection
4th Arcane Eye,Divination
5th Legend Lore

Variant Half-Elf: Mark of Storm

Source: Eberron - Rising from the Last War   If your Half-Elf has the Mark of Storm, these features replace the Ability Score Increase and the Half-Elf Versatility traits.

Ability Score Increase

Your Charisma score increases by 2, and your Dexterity score increases by 1.

Windwright's Intuition

Whenever 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 total ability check.

Storm's Boon

You have resistance to Lightning damage.

Headwinds

You know the Gust cantrip. Starting at 3rd level, you can also cast the Gust of Wind spell with it. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Charisma is your Spellcasting Ability for this spell.

Spells of the Mark

If you have the Spellcasting or 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 Spell
1st Feather Fall, Fog Cloud
2nd Gust of Wind, Levitate
3rd Sleet Storm, Wind Wall
4th Conjure Minor Elementals, Control Water
5th http://dnd5e.wikidot.com/spell:conjure-elemental

This species has multiple parents, only the first is displayed below.
All parents: