Tuesday, September 8, 2026

New kits for Half-Elves from my AD&D 2E campaign

Since reading The Hobbit for the first time, I have been a sucker for Half-Elves (thanks, Elrond!). Yet I often feel Half-Elves are left behind mechanically and in flavour (of course, the fact that D&D 5.5 dropped the species only proves my point, I guess). Anyway, when I create my own settings, I often take care to flavour Half-Elves, both mechanically and narratively. In one of my last 5E settings, Half-Elves were synonymous with the nobility of a not-Holy Roman Empire. In another setting (now for 3E), Half-Elves were deeply feared because of their unstable magic powers and often were hunted down (a mix of Elves’ innate mysticism with Humans’ chaotic potential).


The OG Half-Elf. This is my favourite art of Elrond, both young and ageless, by Rene Gross.


No, I haven’t changed the Half-Elves in my current AD&D 2E Forgotten Realms campaigns. I love the fact that they can be multiclass in three classes and have all kinds of combinations available. However, although I didn’t change the race mechanics, I wish there were more “Half-Elves only” options to increase their flavour/niche. 

That said, the good AD&D 2E fandom heard my wishes and created the Complete Book of Half-Elves (I just LOVE all those netbooks for AD&D 2E, a simple search and you can find this beauty.) I like to think that this netbook is a direct response to the “Complete Half-Elf”, an article for Dragon Magazine 214 (I miss magazines). Although the article’s intentions were good, the kits presented there were rather bland, so the Complete Book of Half-Elves was of utmost necessity to “fix” it (also, the Complete Book of Half-Elves give full racial stats for all Half-Elf subraces, and I just love that).

ANYWAY… as usual, this old fool is digressing. My current campaign has, to my delight, quite a few half-elves, so I decide to create some new kits. Here are two of them (I find the official kit structure too “wordy”, so forgive me if I just wrote the “essentials”):


The "Complete Half-Elf" had good intentions but bland results.


THE CHANGELING (Half-Elf Rogue Kit)

Half-elf, half-human... what's the difference?

Concept: Changelings are half-elves who have discovered that having an identity crisis can have its benefits.

Requirements: None. Those scoundrels!

Benefits:

·       With sufficient time and preparation, Changelings can pass themselves off as either elves or humans. This is considered a successful mundane disguise. Plus, they have a basic 15% chance (+5% per level) of fooling even magic, psionics, and other powers.

·       For purposes of magical items and effects, a Changeling may consider themselves either human or elven. Yes, this means that Changelings can declare themselves elves for purposes of ghoul paralysis. They cannot declare themselves both elf and human at the same time (but they can declare they’re elves to avoid an affect that target only humans and vice-versa).

·       Choose one specific elf or human racial trait – you have it. For this kit’s purpose, most humans have 2 racial traits: the ability to dual class and the ability to progress unlimited in any class (choose one class only for either of those). In my home campaigns all humans also gain +10% XP and this kit. Examples of elven racial traits would be bumping or % resistance against charm/sleep, gaining a +1 on attacks with swords or bows etc. As always, the DM has the final word.

Weaknesses:

·       Changelings genuinely suffer from an identity crisis. They suffer a –2 penalty on saving throws against any mind-affecting effect (and -4 on saves against confusion effects).

·       Changelings have difficulty trusting and confiding in others. Their followers suffer a –2 penalty to Loyalty and Morale checks.

·       By an irony of fate, half-elves do not like Changelings, who suffer a –2 penalty to reaction rolls with their own kind.

 

THE CONCORDANT (Half-Elf Priest Kit)

A half-elf priest who serves two gods.

Concept: Concordants are rare half-elf priests who have sworn their spirits to two different powers (deities). They literally walk a razor's edge but possess sincere faith in both of their patrons.

Requirements:

·       Choose one Priest class (cleric, druid, shaman, monk, mystic, crusader or specialty priest).

·       Choose two gods within that class who are not enemies.

·       Wisdom 14, Charisma 16. Serving two masters is not easy.

Benefits:

·       As long as you respect the ethos of both powers, when you awake and prepare your spells, you can first select one of the powers to serve that day. You gain all the spheres and class abilities of that deity for that day.

Weaknesses:

·       You serve two powers at the same time! You must always fulfill their ethos, even if not using their powers. The DM is invited to make your life “interesting” as often as possible.

·       You are seen as a heretic by both churches/religions. You suffer a -4 reaction roll modifier with members of the main organized church/faith of both powers. The only exception is when interacting with half-elf believers. They don’t care and usually they might actually like you more.

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