- For other Elves, see Elf (disambiguation).
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
- Half-sea-elves gain the ability to breathe water as well as air at birth.
- The character is raised in either the human or sea elf culture that spawned it. Thus, the character reacts either as a human or as a sea elf.
- Their submerged eyesight is only half as effective as a normal sea elf, though they can withstand greater depths due to their sturdier half-human bodies (750- foot limit).
- Sea half-elves take only one month, rather than three, to acclimate fully to undersea life (speech, combat, movement, etc) if this is not the habitat in which they grew up.
- Same class choices and caps as a standard half-elf, except there is no option of being a druid.
- In ability and game statistics, treat these as standard half-elves with all adjustments as noted above and as needed for undersea.
Special Traits:
- 30% resistance to sleep and all charm related spells.
- Finding Secret/Concealed doors:
- Passively finding a secret door: one-in-six chance
- Searching for a secret door: one-in-three chance
- Searching for a concealed portal: One-in-two chance
| PP | OL | F/RT | MS | HS | DN | CW | RL |
|---|---|---|---|---|---|---|---|
| +10% | – | – | – | +5% | – | – | – |