This time I will bring you the detailed solution to the half-elf racial characteristics of Baldur's Gate 3. In fact, many people don't know how to solve it, so the editor will give you detailed steps to solve this problem, so that you can solve this problem in one go.
In Baldur's Gate 3, half-elves are curious, ambitious, and versatile, and are welcome wherever they go, but they rarely have a place they can call home.
Basic race speed: The moving distance per round is 9m
Human Militia: Gain weapon proficiency with spears, spears, halberds, and daggers, and armor proficiency with light armor
Dark Vision: Vision range in the dark is 12m
Feyblood: Feywild casts a veil over your mind. You gain advantage on saving throws against charm, and the spell cannot put you to sleep.
Recommended careers/sub-careers
Priest, Druid, Ranger
The half-elf still retains a trace of the blood of the Fairy Wilderness, and possesses some wild power even without magical training.
Subspecies Characteristics [High Elf Trick (optional)]
Acid Splash: Throws an acid bubble, causing damage to each creature hit (1~6 damage, 1d6 acid)
Chilling Touch: Prevents the target from healing itself until your next turn. Undead also have disadvantage on attack rolls (1-8 damage, 1d8 necrosis, 1 turn)
Fire Arrow: Throw a ball of fire (1~10 damage, 1d10 fire)
Poisonous Gas Spray: Sprays a burst of poisonous gas (1~12 damage, 1d12 poison)
Freeze Ray: Reduces the target's movement speed by 3m (1~8 damage, 1d8 cold, 1 round)
Electric Claw: The target cannot react. This spell has advantage against metal-armored creatures (1~8 damage, 1d8 lightning, 1 turn)
Blade Protection: Only takes half bludgeoning, piercing, and slashing damage (2 turns)
Befriend: Advantage on Charisma checks against a nonhostile creature. You can still cast this spell when you are silent (10 turns, the target may accuse you of charming behavior when the spell effect ends)
Dancing Lights: Illuminate a 9m radius (10 rounds)
Light: Infusing an object with a bright aura (lasts until a long rest, can only affect one target at a time)
Mage Hand: Creates a ghost hand that can manipulate and interact with objects (10 turns)
Primary Phantom: Creates an illusion that forces nearby creatures to investigate. You can remain hidden while casting this spell. This spell can also be cast while in silence (10 turns)
Defeat the enemy first: Your next attack roll will be with advantage (2 turns)
Like their wood elf parents, these half-elves have nimble feet and a gift for seeing through concealment. But many of them choose to break their isolation and venture out of the forests of Faerûn to explore other lands.
Subspecies characteristic [Light Step]: Movement speed increased by 1.5m
Most half-drow are the result of marriages between Seldarin drow and surface people. Although half-drow inherit some magical talents, they usually do not grow up in the Underdark.
Trick [Dancing Lights]: Illuminate a 9m radius (10 turns)
These are the details of the half-elf racial characteristics of "Baldur's Gate 3" brought by the editor. After reading this article, everyone should have an understanding of this information, which will make it easier to play the game and help It’s my greatest honor to be here with you all, I wish you all a happy game~