Half-Elves are a mixed race in Baldur’s Gate 3. 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.
Race Features and Subrace Options
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 |
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.
Ideal Classes
With the Racial bonuses in mind, there are several great options for all three of the subraces. This helps ensure that no feature goes completely to waste or becomes redundant. Still, the primary Half-Elf race has the most benefits, so you can change subraces if you have particular roleplaying reasons for a different background.
Circle of Spores Druid
Circle of Spores is one of the few subclasses that want to stay in humanoid form. This is due to Symbiotic Entity giving temporary hitpoints and damage by expending Wild Shape charges. This results in them being both sturdy and deadly with a reach weapon like a Glaive or Halberd.
Pick Wood Elf for the extra movement, and the means of hiding while raised minions attack for you. You want a mix of Strength for weapon attacks, but also at least 16 Wisdom to increase Druid spell Difficulty Class.
Storm Sorcerer
Normally, Sorcerers are extremely vulnerable on the frontlines. But, with Civil Militia they may wear armor without any penalty. Additionally, you can also now give them a Glaive for more damage over a Quarterstaff.
By picking Drow, they will have access to Faerie Fire, which is not normally on the Sorcerer spell list. You will still primarily be a caster, so put most Ability Score Improvements toward Charisma.
Arcane Trickster Rogue
The best option for High Half-Elves is the magic-casting Rogues. Both the race and class take from the Wizard spell list in Baldur’s Gate 3. This results in Intelligence being a prime stat to invest in. Take an offensive spell like Firebolt or Bone Chill.
Still, they will be in melee range often and require a Finesse weapon to utilize Sneak Attack. Consider using just one weapon and a shield, since Civil Militia will give you this added defense.