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Half-Eldar

You are a half-breed—the spawn of the ancient eldar race, and something else. This other half is typically human, but could be almost any race that can already mate with humans. As part of your Eldar heritage, you may face the same fears and concerns that craftworlders and the dark eldar face: the Dark Prince. Perhaps this has caused you to inherit a distant soulstone from one of your relatives, or perhaps you were driven to steal and take one. More sinister half-eldar may give in to a more primal nature, instead resorting to torture to hide their presence. It is rumored that in some of the far reaches of the galaxy, gene splicing using eldar DNA into humans is used to create humans with more agile frames.
ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
age: Half-Eldar 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-Eldar share the chaotic bent of their eldar 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: Medium
speed: Your base walking speed is 30 feet
Languages: You can speak, read, and write Aeldari, Low Gothic, and one extra language of your choice.
parent race:
race features:
  • Darkvision. Thanks to your eldar 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.
Eldar Ancestry. You have an additional trait based on your ancestry. Choose one of the following:
  • Clear Mind (Craftworld). You have resistance to psionic damage, and you have advantage on saving throws against being charmed.
  • Show No Weakness (Dark Eldar). If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of creatures you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Sneak Attack (Dark Eldar). If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
  • Beast Speech (Exodite). You can communicate simple ideas with beasts using sounds and gestures.
  • Mask of the Wild (Exodite). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Psychic Potential. You know one at-will psychic power.

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