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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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