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  • Ability Score Increases: +1 Any Ability, +1 Any Other Ability
  • Size: 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.
  • Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
  • Origin Town: Isperia, or Crownworth

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.

Prodigious Talent: 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 can’t benefit from another feature, such as Expertise, that doubles your proficiency bonus.

Skill Versatility: You gain proficiency in two Skills of your choice.

Physical Appearance

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. The lines between human, elf, and half-elf have become extremely blurred.

General Personality

Half-elves are a part of two worlds. They have bridged the gap between the ambitious, creative humans and the intelligent, serene elves. They walk their own path proudly in between these two extremes. They sometimes might face prejudice against their purebred counterparts, but most half-elves do not falter in their pride. They know that they are part of a newer era in Avensuna, and they are the promise of the unity that is destined to occured. Most half-elves these days are the offspring of other half-elves. A new identity is just starting to develop for this race, that is distinct from both humans and elves. 

Origin Town:


Half-elves were born from such a heavy presence of humans and elves living in the same place. Never before had a large population of both occupied the same settlement. Half-elves arouse naturally over time, and they now make up the largest population in Isperia. Generations of half-elves have caused the line to be blurred between elves and humans.


Ability Scores: +1 Intelligence, Charisma, or Constitution

Skills: Proficiency in the Aracana, History, or Investigation skill.

Language: One language of your choice. 

Cold Acclimation: You have advantage on saving throws against effects that deal cold damage. You resist the environmental effects of extreme cold.

Wizard School: You know the Message cantrip. 


Half-elves who did not feel welcome in elf communities easily found refuge in Crownworth. It is a town that has always been inviting to anyone with a human history. Half-elves easily lend themselves to diplomacy and politics in Crownworth, especially in relation to other races. They are a part of two worlds and with this double perspective it makes it easier for them to understand how other races operate and think.


Ability Scores: +1 Strength, Charisma, or Wisdom

Skills: Proficiency in the Deception, Insight, or Persuasion skill. 

Language: One language of your choice. 

Politics Connoisseur: Whenever you make an Intelligence (History) check related to politics, government, or law of any well known towns, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Diplomat: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.