Half-Elves are a mixed race in . They gain some racial features from bother their Elf and Human lineages. However, they are not as versed with weapons and cannot carry as much weight.
After ending Early Access, Larian removed the racial Ability Score bonuses found in standard Dungeons and Dragons rules. This allows more flexibility when picking a race’s optimal class, or even dabbling in several multiclass options. Still, there are ideal class combinations to make the most of a Half-Elf’s racial bonuses.
When selecting Half-Elf, you will also need to pick their specific Elven heritage to gain extra features. This includes the magical High Elf, forest-dwelling Wood Elf, or underground Drow. Additionally, like all races you may now add a +2 to any ability, and a +1 to another different score.
Racial Feature
Benefit
Available For
Base Speed
Move up to 9m per turn.
All
Civil Militia
Gain Proficiency with Spears, Pikes, Halberds, Glaives, Light Armor, and Shields.
All
Fey Ancestry
Has Advantage against being Charmed. Cannot be put to sleep via magic.
All
Darkvision
Can see up to 12m in the dark.
All
Cantrip
Gain a free Wizard Cantrip, using Intelligence as the casting stat.
High Elf
Fleet of Foot
Move up to 10.5m per turn.
Wood Elf
Mask of the Wild
Gain Proficiency with the Stealth skill.
Wood Elf
Drow Magic
Learn the Cantrip Dancing Lights. Also, learn the spells Faerie Fire and Darkness.
Drow
While Half-Elves look like they get the best of both worlds, they also lose out on features from their parent races. They are not automatically Proficient with Swords and Bows, like an Elf. Their carrying weight is 100%, instead of 125% from being Human. They also gain no additional free skill.
With the Racial bonuses in mind,
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