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. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.
Age. Half-elves age at much the same rate as humans, reaching adulthood at 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 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. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Low Light Vision. Thanks to your elven heritage, you have adjusted to vision in very dim conditions where some light is still present. You can see in dim light within 40 feet of you as if it were bright light.
Languages. You can read, speak, and write Common, Elven, and one language of your choice.
Human Heritage. You gain proficiency in two skills of your choice, and may increase an ability score by 1. This cannot be used on ability score you already increased with your racial bonus, and it cannot make an ability score exceed 20.
Elven Heritage. Choose one of the following traits:
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.
Drow Magic (Drow 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. If you have spell slots, you can use them to cast these spells using the appropriate level spell slot.
Child of the Sea (Sea Elf Heritage). You can breathe air and water, and you have resistance to cold damage. You also gain a swimming speed equal to your walking speed.
Elven Teleportation (Shadar-Kai, Moon Elf, or Eladrin Heritage). As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Â