Overview
At a glance
- Size
- Medium
- Speed
- 30 ft
- Darkvision
- 60 ft
- Ability scores
- +2 Cha, +1 to two others
- Best fit
- Bard, sorcerer, warlock, paladin
FaceCasterSkill expert
Under the 2014 rules your race sets your ability score increases, and the half-elf gets the most flexible set in the Player's Handbook: +2 Charisma and +1 to any two other scores. That is four points in total, and they go exactly where you need them.
Add two free skills, Darkvision and Fey Ancestry, and the half-elf is the strongest choice for almost any Charisma class. It has no subraces, though some books offer elven variants (see below).
Thrain's take
Every party needs someone who talks to the duke, and the half-elf was built for the job. Two extra skills means you can take Persuasion and Insight and still have room for Stealth. When the party argues about who does the talking, it is usually the half-elf, and usually for good reason.
Strengths
- +2 Charisma and +1 to any two other scores: four points, all useful
- Skill Versatility: two extra skills of your choice
- Fey Ancestry: Advantage against being charmed, and magic cannot put you to sleep
- Darkvision
Weaknesses
- No combat trait: no resistance, breath weapon or extra hit points
- Less exciting for classes that do not use Charisma
- No subraces, so fewer choices to make it your own
Half-Elf Traits
Ability Score Increase
+2 Charisma and +1 to two other scores of your choice. On a bard: Dexterity and Constitution. On a paladin: Strength and Constitution.
Darkvision
60 feet. Dim light counts as bright and darkness as dim, in shades of gray.
Fey Ancestry
Advantage on saving throws against being charmed, and magic cannot put you to sleep.
Skill Versatility
Proficiency in any two skills. Perception plus a social skill is the usual pick; a bard or rogue can turn it into a skill for every situation.
Half-Elf Variants, Rated
The Sword Coast Adventurer's Guide lets a half-elf trade Skill Versatility for a trait from its elven parent. It is an optional rule; ask your DM first. The standard half-elf from the SRD is what the builds below use.
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Standard (Skill Versatility)
Two skills of your choice. Skills are what the half-elf is for, and nothing below beats them for most characters.
Legendary
Epic
High Elf cantrip
One wizard cantrip, but cast with Intelligence, which a Charisma character rarely has. Pick a utility one.
Rare
Wood Elf (Fleet of Foot or Mask of the Wild)
35-foot speed, or hiding in light natural cover. Good on a ranger or rogue.
Rare
Elf Weapon Training
Longsword and bow proficiency. A bard or warlock might use it; martial classes already have it.
Uncommon
Swim speed
A 30-foot swim speed. Great in a sea campaign, and nearly useless anywhere else.
Uncommon
Best Classes for a Half-Elf
Bard
+2 Charisma, +1 Dexterity and +1 Constitution, and two more skills for the class that already has the most. A College of Lore half-elf can cover every skill the party needs.
Legendary
Sorcerer
Charisma, Constitution for concentration, and Dexterity for AC. Skill Versatility fills the sorcerer's short skill list.
Legendary
Warlock
Charisma for
Eldritch Blast
Eldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceA beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. and the face skills the warlock is usually short on.
Legendary
Paladin
+2 Charisma and +1 each to Strength and Constitution. Skill Versatility makes the paladin a real talker too.
Epic
Rogue
+1 Dexterity, more skills for Expertise to multiply, and Charisma for Deception and Persuasion.
Epic
Ranger
Put the two +1s in Dexterity and Wisdom. Works, though the Charisma is wasted.
Rare
Cleric
+1 Wisdom and +1 Constitution, and Charisma for the cleric who handles the temple's politics.
Rare
Fighter
+1 Strength or Dexterity and +1 Constitution. The extra skills fill a fighter's short list.
Rare
Monk
Dexterity and Wisdom get only +1 each.
Uncommon
Druid
+1 Wisdom only. A wood elf or hill dwarf does more.
Uncommon
Wizard
+1 Intelligence and +1 Constitution. Solid, but a gnome or high elf starts with more Intelligence.
Uncommon
Barbarian
+1 Strength and +1 Constitution. The +2 Charisma does nothing for Rage.
Uncommon
Racial Feats for Half-Elves
Xanathar's Guide to Everything adds feats only some races can take. If your table uses it:
- Prodigy (half-elves, half-orcs and humans): a skill, a tool and a language, plus Expertise in one skill. Gives a bard or paladin Expertise in Persuasion.
- Elven Accuracy (elves and half-elves): +1 Dexterity, Intelligence, Wisdom or Charisma, and when you have Advantage on an attack that uses one of those scores, you can reroll one of the dice once. Strong on a warlock or sorcerer who makes attack rolls with spells.
From the Player's Handbook, War Caster suits a half-elf sorcerer or paladin.
Half-Elf Builds
FaceThe Half-Elf Lore Bard
- Race
- Half-Elf (+1 Dex, +1 Con)
- Subclass
- College of Lore (level 3)
- First spells
Vicious Mockery
Vicious MockeryEnchantment cantripCastingActionRange60 feetDurationInstantaneousSaveWisdomYou unleash a string of insults laced with subtle enchantments at a creature you can see within range.,
Healing Word
Healing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.,
Sleep
Sleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect.
8STR
15DEX
14CON
10INT
12WIS
17CHA
Three bard skills, two from your race, two from your background and three more from the College of Lore. Talks the party out of fights and heals them when talking fails.
Build this half-elf
Free to start. No card needed.
Front lineThe Silver-Tongued Paladin
- Race
- Half-Elf (+1 Str, +1 Con)
- Subclass
- Oath of Devotion (level 3)
- Skills
- Persuasion, Insight, Perception
16STR
10DEX
14CON
8INT
12WIS
16CHA
Hits hard, saves well and does the talking. 16 Strength and 16 Charisma at level 1 is one of the best paladin starts in the 2014 rules, and Aura of Protection at level 6 makes it better.
Build this half-elf
Free to start. No card needed.
Half-Elf FAQ
Is the half-elf good in D&D 5e?
Yes. Under the 2014 rules the half-elf gets +2 Charisma, +1 to two other scores, two free skills, Darkvision and Fey Ancestry. It is one of the best races for bards, sorcerers, warlocks and paladins.
What is the best class for a half-elf?
Bard, sorcerer or warlock. All three cast with Charisma, and the two floating +1s cover Dexterity and Constitution. Paladin is a close fourth.
What skills should a half-elf take?
Pick what your class and background leave out. Perception is useful for everyone; Persuasion and Insight suit a face; Stealth suits a rogue or ranger.
Can a half-elf use elf feats?
Some. In Xanathar's Guide to Everything, Elven Accuracy is open to elves and half-elves, and Prodigy is open to half-elves, half-orcs and humans.
Take your half-elf into a campaign
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This guide includes material from the System Reference Document 5.1
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