Half-elf

From Player's Handbook, page 21; Sword Coast Adventurer's Guide, page 116; Eberron: Rising From the Last War, pages 40 and 50; and Wayfinder's Guide to Eberron, pages 96 and 106.

Traits
(Player's Handbook, page 21)

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.
 * Alignment: Half-elves share the chaotic bent of their elven heritage. They value both 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.
 * Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Your height is 4'9&quot; with a modifier of +2d8. Your weight is 110 lbs. with a modifier of +(height roll) x 2d4.
 * 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.
 * Subrace: If your DM and setting allows it, you can possibly have one of several subraces for your half-elf character.

Variant
(Sword Coast Adventurer's Guide, page 116)

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:
 * Keen Senses: You have proficiency in the Perception skill.
 * High Elf Descent: You gain your choice of the Elf Weapon Training or Cantrip feature.
 * Wood Elf Descent: You gain your choice of the Elf Weapon Training, Fleet of Foot, or Mask of the Wild feature.
 * Drow Descent: You gain the Drow Magic feature.
 * Sea Elf Descent: You gain a swimming speed of 30 feet.

Mark of Detection
(Eberron: Rising From the Last War, page 40)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

These traits replace the half-elf's Ability Score Increase and Skill Versatility given in the Player's Handbook.


 * 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 Investigation or 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 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.

Wayfinder's Guide to Eberron
Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.

These traits replace the half-elf's Ability Score Increase, Skill Versatility, and Languages given in the Player's Handbook.


 * Ability Score Increase: Instead of the normal Ability Score Increase, your Intelligence score increases by 1, your Charisma score increases by 1, and one other ability score of your choice increases by 1.
 * Deductive Intuition: When you make an Investigation or Insight check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Sense Threats: You can cast the Detect Magic and Detect Poison and Disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells.
 * Languages: Instead of the normal languages, you can speak, read, and write Common and Elvish.

Mark of Storm
(Eberron: Rising From the Last War, page 50)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

These traits replace the half-elf's Ability Score Increase and Skill Versatility given in the Player's Handbook.


 * Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
 * Windwright's Intuition: When you make an Acrobatics or Navigator's tools check, 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 Detection Spells table are added to the spell list of your spellcasting class.

Wayfinder's Guide to Eberron
Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.

These traits replace the half-elf's Ability Score Increase, Skill Versatility, and Languages given in the Player's Handbook.


 * Ability Score Increase: Instead of the normal Ability Score Increase, your Dexterity score increases by 1, your Charisma score increases by 1, and one other ability score of your choice increases by 1.
 * Sea Monkey: You have a swim speed of 30 feet.
 * Windwright's Intuition: When you make an Acrobatics check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Storm's Blessing: You have resistance to lightning damage.
 * Headwinds: You know the Gust cantrip. When you reach 3rd level, you can cast the Gust of Wind spell once with this trait and regain the ability to do so when you finish a long rest.
 * Languages: Instead of the normal languages, you can speak, read, and write Common and Elvish.