Quick summary of races with ability score increases and rules
Race name . . . . . | Ability score increases | Other traits, Languages | Other notes |
---|---|---|---|
Human | +1 to all | Extra language | Common as mud, quick learners |
Variant Human | +1 to 2 | Extra language, extra skill, extra feat | Common as mud, quick learners |
Stout Halfling | +2 Dex, +1 Con | 25 ft. speed, lucky, brave, nimbleness, poison res, Halfling | More common in hilly areas near dwarves |
Lightfoot Halfling | +2 Dex, +1 Cha | 25 ft. speed, lucky, brave, nimbleness, stealthy, Halfling | More common in forested areas near elves |
Rock Gnome | +2 Int, +1 Con | 25 ft. speed, darkvision, cunning, artificer lore, tinker, Gnomish | More common in steep areas |
Forest Gnome | +2 Int, +1 Dex | 25 ft. speed, darkvision, cunning, illusionist, small beast speak, Gnomish | More common in forested areas |
Deep Gnome | +2 Int, +1 Dex | 25 ft. speed, superior darkvision, cunning, stone camo, Gnomish, Undercommon | Lives only underground |
Half-Elf | Cha +2, +1 to 2 others | Extra language, 2 extra skills, darkvision, fey ancestry, Elvish | Dark/High/Wood Half-Elf varieties |
Wood Elf | +2 Dex, +1 Wis | 35 ft. speed, darkvision, keen senses, fey ancestry, trance, weapon training, mask of wild, Elvish | Lives in forests, less civilised |
Sea Elf | +2 Dex, +1 Con | Darkvision, keen senses, fey ancestry, trance, weapon training, swim speed, breathe water, friend of the sea, Elvish, Aquan | From Aneromythia, suspicous of outsiders, rare |
High Elf | +2 Dex, +1 Int | Extra language, extra cantrip, darkvision, keen senses, fey ancestry, trance, weapon training Elvish | Lives on plains, more likely to build/craft |
Dark Elf* | +2 Dex, +1 Cha | Superior darkvision, sunlight sensitivity, keen senses, fey ancestry, trance, weapon training, Elvish | Extremely rare, lives only underground |
Hill Dwarf | +2 Con, +1 Wis | 25 ft. speed, darkvision, poison res, extra tool prof, combat training, stonecunning, toughness, Dwarvish | Most southern dwarves |
Mountain Dwarf | +2 Con, +2 Str | 25 ft. speed, darkvision, poison res, extra tool prof, combat training, armour training, stonecunning, Dwarvish | Carrado and Nivelanum especially |
Dueregar (Dwarf)* | +2 Con, +1 Str | 25 ft. speed, superior darkvision, sunlight sensitivity, poison res, duergar res, duergar magic, extra tool prof, combat training, stonecunning, Dwarvish, Undercommon | Extremely rare, lives only underground |
Half-Orc | +2 Str, +1 Con | Darkvision, menace, endurance, savage, Orcish | Common in the wastelands |
Dragonborn | +2 Str, +1 Cha | Draconic ancestry, Draconic | Aranbar often evil, Cathaya neutral |
Tiefling | +2 Cha, +1 Int | Darkvision, fire res, infernal legacy, Infernal | Mostly in Mabag Pachamel Grith |
Feral Tiefling | +2 Dex, +1 Int | Darkvision, fire res, infernal legacy, Infernal | Distrusted and mistreated in society by non-tieflings |
Variant Tiefling or Feral Tiefling | See above | Darkvision, fire res, Infernal Devil's tongue OR Hellfire OR Winged (replaces infernal legacy) | |
Minotaur | +2 Str, +1 Con | Horns, Gore + Rush attack, imposing, Minotaur | Originate in the Perakhuosh wastelands, rare |
Goliath | +2 Str, +1 Con | Natural athlete, stone's endurance, powerful build, mountain born, Giant | Originate in the Khaifau/Bazaphde mountains, rare |
Tabaxi | +2 Dex, +1 Cha | Extra language, darkvision, agility, claws, talent | From the Archipelagos of the Dawn, rare |
Lizardfolk | +2 Con, +1 Wis | Bite attack, artisan, hold breath 15 min, hunter skills, natural armour, hungry, Draconic | Generally avoid other races, live in swamps and jungles |
Fallen Aasimar | +2 Cha, +1 Str | Darkvision, rad/necr res, healing hands, light, necrotic shroud (fear), Celestial | Super rare, outcast |
Protector Aasimar | +2 Cha, +1 Wis | Darkvision, rad/necr res, healing hands, light, radiant soul (fly), Celestial | Super rare, driven to calling |
Scourge Aasimar | +2 Cha, +1 Con | Darkvision, rad/necr res, healing hands, light, radiant consumption (area damage), Celestial | Super rare, driven to calling |
Centaur | +2 Str, +1 Wis | 40 ft. speed, fey, charge, hooves, equine, survival skills, Sylvan | Super rare, come from the fey planes |
Firbolg | +2 Wis, +1 Str | Firbolg magic, hidden step, powerful, beast/leaf speech, Elvish, Giant | Super rare, come out of hibernation |
Air Genasi | +2 Con, +1 Dex | Unending breath, levitate | Super rare, ancestry from the elemental planes |
Earth Genasi | +2 Con, +1 Str | Earth walk, pass without trace | Super rare, ancestry from the elemental planes |
Fire Genasi | +2 Con, +1 Int | Darkvision, fire res, produce flame, flaming hands (at 3rd level) | Super rare, ancestry from the elemental planes |
Water Genasi | +2 Con, +1 Wis | Acid res, amphibious, swim, shape water, create/destroy water (at 3rd level) | Super rare, ancestry from the elemental planes |
Githyanki | +2 Str, +1 Int | Extra skill/tool, martial training, psionics, Gith | Super rare, live in the outer planes, astral pirate |
Githzerai | +2 Wis, +1 Int | Charmed/frightened adv, psionics, Gith | Super rare, live in the outer planes, astral monk |
Kalashtar | +2 Wis, +1 Cha | Dual mind, mental discipline, mind link, severed from dreams, Quori | Super rare, come from merging of human child with a dream spirit |
Shifter - Beasthide | +2 Con, +1Str | Darkvision, Shifting (+temp hp, +1AC), Athletics | Super rare, from small communities descended from lycanthropes |
Shifter - Longtooth | +2 Str, +1 Dex | Darkvision, Shifting (fangs attack), Intimidation | Super rare, come from 3rd cycle stasis cells (~ 4,500 years old) |
Shifter - Swiftstride | +2 Dex, +1 Cha | Darkvision, Shifting (+10 ft. move, can react move 10 ft. when enemy in 5 ft.), Acrobatics | Super rare, come from 3rd cycle stasis cells (~ 4,500 years old) |
Shifter - Wildhunt | +2 Wis, +1 Dex | Darkvision, Shifting (adv on wis checks, no enemy adv in 30 ft), Survival | Super rare, come from 3rd cycle stasis cells (~ 4,500 years old) |
Warforged | +2 Con, +1 to 1 other | Extra language, extra skill, extra tool, resilience (poison, disease, sleep, eating/drinking), sentry rest, +1 AC + 1 hr don/doff armour | Super rare, come from 3rd cycle stasis cells (~ 4,500 years old) |
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