Aquatic Half-Elf (Race)

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
 Racial Adjustment for Thieves
PP 	OL	F/RT	MS	HS 	DN	CW	RL
+10%	– 	– 	– 	+5%	– 	– 	–