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    Chapter 2: Races

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    Death

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    Join date : 2015-05-28

    Chapter 2: Races

    Post by Death on Fri May 29, 2015 9:17 pm

    A VISIT TO ONE OF THE GREAT CITIES IN THE
    worlds o f Tir Na Nog—
    Waterdeep, the Free City o f Greyhawk, or
    even uncanny Sigil, the City o f Doors—
    overwhelms the senses. Voices chatter in
    countless different languages. The smells
    o f cooking in dozens o f different cuisines
    mingle with the odors o f crowded streets and poor
    sanitation. Buildings in myriad architectural styles
    display the diverse origins of their inhabitants.
    And the people themselves—people of varying size,
    shape, and color, dressed in a dazzling spectrum
    o f styles and hues—represent many different races,
    from diminutive halflings and stout dwarves to
    majestically beautiful elves, mingling among a variety
    o f human ethnicities.
    Scattered among the members o f these more common
    races are the true exotics: a hulking dragonborn here,
    pushing his way through the crowd, and a sly tiefling
    there, lurking in the shadows with mischief in her eyes.
    A group o f gnomes laughs as one o f them activates a
    clever wooden toy that moves o f its own accord. Halfelves
    and half-orcs live and work alongside humans,
    without fully belonging to the races o f either o f their
    parents. And there, well out o f the sunlight, is a lone
    drow—a fugitive from the subterranean expanse of
    the Underdark, trying to make his way in a world
    that fears his kind.

    C h o o s in g a Race
    Humans are the most common people in the w orlds of
    Tir Na Nog, but they live and work alongside dwarves, elves,
    halflings, and countless other fantastic species. Your
    character belongs to one o f these peoples.
    Not every intelligent race o f the multiverse is
    appropriate for a player-controlled adventurer. Dwarves,
    elves, halflings, and humans are the most common
    races to produce the sort o f adventurers w ho make up
    typical parties. Dragonborn, gnomes, half-elves, halforcs,
    and tieflings are less common as adventurers.
    Drow, a subrace o f elves, are also uncommon.
    Your choice o f race affects many different aspects of
    your character. It establishes fundamental qualities that
    exist throughout your character’s adventuring career.
    When making this decision, keep in mind the kind of
    character you want to play. For example, a halfling could
    be a good choice for a sneaky rogue, a dwarf makes a
    tough warrior, and an elf can be a master o f arcane magic.
    Your character race not only affects your ability scores
    and traits but also provides the cues for building your
    character’s story. Each race’s description in this chapter
    includes information to help you roleplay a character of
    that race, including personality, physical appearance,
    features o f society, and racial alignment tendencies.
    These details are suggestions to help you think about
    your character; adventurers can deviate widely from the
    norm for their race. It’s worthwhile to consider why your
    character is different, as a helpful way to think about
    your character’s background and personality.

    R a c i a l T r a i t s
    The description of each race includes racial traits that
    are common to members o f that race. The following
    entries appear among the traits o f most races.

    A b i l i t y S c o r e I n c r e a s e
    Every race increases one or more o f a character’s
    ability scores.

    A ge
    The age entry notes the age when a member o f the race
    is considered an adult, as w ell as the race’s expected
    lifespan. This information can help you decide how
    old your character is at the start o f the game. You
    can choose any age for your character, which could
    provide an explanation for some o f your ability scores.
    For example, if you play a young or very old character,
    your age could explain a particularly low Strength or
    Constitution score, while advanced age could account
    for a high Intelligence or Wisdom.

    A l ig n m e n t
    Most races have tendencies toward certain alignments,
    described in this entry. These are not binding for player
    characters, but considering why your dwarf is chaotic,
    for example, in defiance o f lawful dwarf society can help
    you better define your character.

    S iz e
    Characters o f most races are Medium, a size category
    including creatures that are roughly 4 to 8 feet tall.
    Members o f a few races are Small (between 2 and 4 feet
    tall), which means that certain rules o f the game affect
    them differently. The most important o f these rules
    is that Small characters have trouble w ielding heavy
    weapons, as explained in chapter 6.

    S p e e d
    Your speed determines how far you can move when
    traveling (chapter 8 )and fighting (chapter 9).
    L a n g u a g e s
    By virtue of your race, your character can speak, read,
    and write certain languages. Chapter 4 lists the most
    common languages o f the Tir Na Nog multiverse.

    Su b r a c e s
    Some races have subraces. Members o f a subrace
    have the traits of the parent race in addition to the
    traits specified for their subrace. Relationships among
    subraces vary significantly from race to race and
    world to world. In the Dragonlance campaign setting,
    for example, mountain dwarves and hill dwarves live
    together as different clans o f the same people, but in
    the Forgotten Realms, they live far apart in separate
    kingdoms and call themselves shield dwarves and
    gold dwarves, respectively.

    Dwarf:

    S h o r t a n d S t o u t
    Bold and hardy, dwarves are known as
    skilled warriors, miners, and workers
    of stone and metal. Though they stand
    well under 5 feet tall, dwarves are so
    broad and compact that they can weigh
    as much as a human standing nearly two
    feet taller. Their courage and endurance
    are also easily a match for any of
    the larger folk.
    Dwarven skin ranges from deep brown to a paler
    hue tinged with red, but the most common shades are
    light brown or deep tan, like certain tones o f earth.
    Their hair, worn long but in simple styles, is usually
    black, gray, or brown, though paler dwarves often have
    red hair. Male dwarves value their beards highly and
    groom them carefully.

    L o n g M e m o r y , L o n g G r u d g e s
    Dwarves can live to be more than 400 years old, so the
    oldest living dwarves often remember a very different
    world. For example, some o f the oldest dwarves living
    in Citadel Felbarr (in the w orld o f the Forgotten Realms)
    can recall the day, more than three centuries ago, when
    orc s conquered the fortress and drove them into an exile
    that lasted over 250 years. This longevity grants them a
    perspective on the world that shorter-lived races such as
    humans and halflings lack.
    Dwarves are solid and enduring like the mountains
    they love, weathering the passage o f centuries with stoic
    endurance and little change. They respect the traditions
    of their clans, tracing their ancestry back to the
    founding o f their m ost ancient strongholds in the youth
    o f the world, and don't abandon those traditions lightly.
    Part o f those traditions is devotion to the gods o f the
    dwarves, who uphold the dwarven ideals o f industrious
    labor, skill in battle, and devotion to the forge.
    Individual dwarves are determined and loyal, true to
    their w ord and decisive in action, sometimes to the point
    o f stubbornness. Many dwarves have a strong sense
    Kingdoms rich in ancient grandeur, halls carved into the
    roots o f mountains, the echoing o f picks and hammers
    in deep mines and blazing forges, a commitment to
    clan and tradition, and a burning hatred o f goblins and
    orc s—these common threads unite all dwarves.
    “Y e r l a t e , e l f !” c a m e t h e r o u g h e d g e o f a f a m il ia r
    voice. Bruenor Battlehammer walked up the back of his
    dead foe, disregarding the fact that the heavy monster lay
    on top of his elven friend. In spite of the added discomfort,
    the dwarf’s long, pointed, often-broken nose and graystreaked
    though still-fiery red beard came as a welcome
    sight to Drizzt. “Knew I’d find ye in trouble if I came out
    an' looked for ye!"
    —R. A . Salvatore, The Crystal Shard

    o f justice, and they are slow to forget w rongs they have
    suffered. A wrong done to one dwarf is a wrong done to
    the dwarf’s entire clan, so what begins as one dwarf’s
    hunt for vengeance can become a full-blown clan feud.

    C l a n s a n d K i n g d o m s
    Dwarven kingdoms stretch deep beneath the mountains
    where the dwarves mine gems and precious metals
    and forge items o f wonder. They love the beauty and
    artistry o f precious metals and fine jewelry, and in some
    dwarves this love festers into avarice. Whatever wealth
    they can’t find in their mountains, they gain through
    trade. They dislike boats, so enterprising humans and
    halflings frequently handle trade in dwarven goods
    along water routes. Trustworthy m embers o f other races
    are welcome in dwarf settlements, though some areas
    are off limits even to them.
    The chief unit of dwarven society is the clan, and
    dwarves highly value social standing. Even dwarves
    who live far from their own kingdoms cherish their clan
    identities and affiliations, recognize related dwarves,
    and invoke their ancestors’ names in oaths and curses.
    To be clanless is the worst fate that can befall a dwarf.
    Dwarves in other lands are typically artisans,
    especially weaponsmiths, armorers, and jewelers. Some
    become mercenaries or bodyguards, highly sought after
    for their courage and loyalty.

    G o d s , G o l d , a n d C l a n
    Dwarves w ho take up the adventuring life might be
    motivated by a desire for treasure—for its own sake, for
    a specific purpose, or even out o f an altruistic desire to
    help others. Other dwarves are driven by the command
    or inspiration o f a deity, a direct calling or simply a
    desire to bring glory to one of the dwarf gods. Clan and
    ancestry are also important motivators. A dwarf might
    seek to restore a clan’s lost honor, avenge an ancient
    wrong the clan suffered, or earn a new place within the
    clan after having been exiled. Or a dwarf might search
    for the axe w ielded by a mighty ancestor, lost on the field
    o f battle centuries ago.

    S lo w t o T r u s t
    Dwarves get along passably well with most other races. “The
    difference between an acquaintance and a friend is about a
    hundred years,” is a dwarf saying that might be hyperbole,
    but certainly points to how difficult it can be for a member o f
    a short-lived race like humans to earn a dwarf’s trust.
    Elves. “ It’s not wise to depend on the elves. No telling what
    an elf will do next; when the hammer meets the orc’s head,
    they’re as apt to start singing as to pull out a sword. They’re
    flighty and frivolous. Two things to be said for them, though:
    They don’t have many smiths, but the ones they have do very
    fine work. And when orcs or goblins come streaming down
    out of the mountains, an elf’s good to have at your back. Not
    as good as a dwarf, maybe, but no doubt they hate the orcs
    as much as we do.”
    Halflings. “Sure, they’re pleasant folk. But show me a
    halfling hero. An empire, a triumphant army. Even a treasure
    for the ages made by halfling hands. Nothing. How can you
    take them seriously?”
    Humans. “You take the time to get to know a human, and
    by then the human’s on her deathbed. If you’re lucky, she’s
    got kin—a daughter or granddaughter, maybe—who’s got
    hands and heart as good as hers. That’s when you can make
    a human friend. And watch them go! They set their hearts on
    something, they’ ll get it, whether it’s a dragon’s hoard or an
    empire’s throne. You have to admire that kind of dedication,
    even if it gets them in trouble more often than not.”

    D w a r f N a m e s
    A dwarf’s name is granted by a clan elder, in accordance
    with tradition. Every p roper dwarven name has been
    used and reused down through the generations. A
    dwarf’s name belongs to the clan, not to the individual.
    A dwarf who misuses or brings shame to a clan name
    is stripped o f the name and forbidden by law to use any
    dwarven name in its place.
    Male Names: Adrik, Alberich, Baern, Barendd, Brottor,
    Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,
    Flint, Gardain, Harbek, Kildrak, Morgran, Orsik,
    Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin,
    Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
    Female Names: Amber, Artin, Audhild, Bardryn,
    Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda,
    Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
    Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
    Clan Names: Balderk, Battlehammer, Brawnanvil,
    Dankil, Fireforge, Frostbeard, Gorunn, Holderhek,
    Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln,
    Torunn, Ungart

    D w a r f T r a i t s
    Your dwarf character has an assortment of inborn
    abilities, part and parcel of dwarven nature.
    Ability Score Increase. Your Constitution score
    increases by 2.
    Age. Dwarves mature at the same rate as humans, but
    they’re considered young until they reach the age o f 50.
    On average, they live about 350 years.
    Alignment. Most dwarves are lawful, believing firmly
    in the benefits o f a well-ordered society. They tend
    toward good as well, with a strong sense o f fair play and
    a belief that everyone deserves to share in the benefits of
    a just order.
    Size. Dwarves stand between 4 and 5 feet tall and
    average about 150 pounds. Your s ize is Medium.
    Speed. Your base walking speed is 25 feet. Your
    speed is not reduced by wearing heavy armor.
    Darkvision. Accustomed to life underground, you
    have superior vision in dark and dim conditions. You
    can see in dim light within 60 feet o f you as if it w ere
    bright light, and in darkness as if it were dim light. You
    can’t discern color in darkness, only shades o f gray.
    Dwarven Resilience. You have advantage on saving
    throws against poison, and you have resistance against
    poison damage (explained in chapter 9).
    Dwarven Combat Training. You have proficiency
    with the battleaxe, handaxe, throwing hammer,
    and warhammer.
    Tool Proficiency. You gain proficiency with the
    artisan’s tools o f your choice: smith’s tools, brewer’s
    supplies, or mason’s tools.
    Stonecunning. Whenever you make an Intelligence
    (History) check related to the origin o f stonework, you
    are considered proficient in the History skill and add
    double your proficiency bonus to the check, instead of
    your normal proficiency bonus.
    Languages. You can speak, read, and write Common
    and Dwarvish. Dwarvish is full o f hard consonants and
    guttural sounds, and those characteristics spill over into
    whatever other language a dwarf might speak.
    Subrace. Two main subraces o f dwarves populate the
    worlds o f D&D: hill dwarves and mountain dwarves.
    Choose one o f these subraces.

    H i l l D w a r f
    As a hill dwarf, you have keen senses, deep intuition,
    and remarkable resilience. The gold dwarves of Faerun
    in their mighty southern kingdom are hill dwarves, as
    are the exiled Neidar and the debased Klar o f Krynn in
    the Dragonlance setting.
    Ability Score Increase. Your Wisdom score
    increases by 1.
    Dwarven Toughness. Your hit point maximum
    increases by 1, and it increases by 1 every time you
    gain a level.

    M o u n t a in D w a r f
    As a mountain dwarf, you're strong and hardy,
    accustomed to a difficult life in rugged terrain. You’re
    probably on the tall side (for a dwarf), and tend toward
    lighter coloration. The shield dwarves o f northern
    Faerun, as w ell as the ruling Hylar clan and the noble
    Daewar clan o f Dragonlance, are mountain dwarves.
    Ability Score Increase. Your Strength score
    increases by 2.
    Dwarven Armor Training. You have proficiency with
    light and medium armor.

    D u e r g a r
    In cities deep in the Underdark live the duergar, or gray
    dwarves. These vicious, stealthy slave traders raid the surface
    world for captives, then sell their prey to the other races of
    the Underdark. They have innate magical abilities to become
    invisible and to temporarily grow to giant size.
    Elf:

    “ I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED,”
    Goldmoon said softly. The day’s march had been difficult,
    but the reward at the end was beyond their dreams.
    The companions stood on a high cliff over the fabled
    city of Qualinost.
    Four slender spires rose from the city’s corners like glistening
    spindles, their brilliant white stone marbled with shining
    silver. Graceful arches, swooping from spire to spire, soared
    through the air. Crafted by ancient dwarven metalsmiths,
    they were strong enough to hold the weight of an army, yet
    they appeared so delicate that a bird lighting on them might
    overthrow the balance. These glistening arches were the
    city’s only boundaries; there was no wall around Qualinost.
    The elven city opened its arms lovingly to the wilderness.
    —Margaret Weis & Tracy Hickman,
    Dragons of Autumn Twilight

    Elves are a magical people o f otherworldly grace, living
    in the w orld but not entirely part of it. They live in
    places of ethereal beauty, in the midst o f ancient forests
    or in silvery spires glittering with faerie light, where
    soft music drifts through the air and gentle fragrances
    waft on the breeze. Elves love nature and magic, art
    and artistry, music and poetry, and the good things
    o f the world.

    S l e n d e r a n d G r a c e f u l
    With their unearthly grace and fine features, elves
    appear hauntingly beautiful to humans and members
    o f many other races. They are slightly shorter than
    humans on average, ranging from well under 5 feet
    tall to just over 6 feet. They are more slender than
    humans, weighing only 100 to 145 pounds. Males and
    females are about the same height, and males are only
    marginally heavier than females.
    Elves’ coloration encompasses the normal human
    range and also includes skin in shades of copper,
    bronze, and almost bluish-white, hair o f green or blue,
    and eyes like pools o f liquid gold or silver. Elves have no
    facial and little body hair. They favor elegant clothing in
    bright colors, and they enjoy simple yet lovely jewelry.

    A T i m e l e s s P e r s p e c t i v e
    Elves can live well over 700 years, giving them a broad
    perspective on events that might trouble the shorterlived
    races more deeply. They are more often amused
    than excited, and more likely to be curious than
    greedy. They tend to remain aloof and unfazed by petty
    happenstance. When pursuing a goal, however, whether
    adventuring on a mission or learning a new skill or art,
    elves can be focused and relentless. They are slow to
    make friends and enemies, and even slower to forget
    them. They reply to petty insults with disdain and to
    serious insults with vengeance.
    Like the branches o f a young tree, elves are flexible
    in the face o f danger. They trust in diplomacy and
    compromise to resolve differences before they escalate
    to violence. They have been known to retreat from
    intrusions into their woodland homes, confident
    that they can simply wait the invaders out. But when
    the need arises, elves reveal a stern martial side,
    demonstrating skill with sword, bow, and strategy.

    H i d d e n W o o d l a n d R e a l m s
    Most elves dwell in small forest villages hidden among
    the trees. Elves hunt game, gather food, and grow
    vegetables, and their skill and magic allow them to
    support themselves without the need for clearing and
    plowing land. They are talented artisans, crafting finely
    worked clothes and art objects. Their contact with
    outsiders is usually limited, though a few elves make a
    good living by trading crafted items for metals (which
    they have no interest in mining).
    Elves encountered outside their own lands are
    commonly traveling minstrels, artists, or sages. Human
    nobles compete for the services o f elf instructors to
    teach swordplay or magic to their children.

    E x p l o r a t i o n a n d A d v e n t u r e
    Elves take up adventuring out o f wanderlust. Since
    they are so long-lived, they can enjoy centuries of
    exploration and discovery. They dislike the pace of
    human society, which is regimented from day to day but
    constantly changing over decades, so they find careers
    that let them travel freely and set their own pace. Elves
    also enjoy exercising their martial prowess or gaining
    greater magical power, and adventuring allows them
    to do so. Some might join with rebels fighting against
    oppression, and others might become champions o f
    moral causes.

    E l f N a m e s
    Elves are considered children until they declare
    themselves adults, some time after the hundredth
    birthday, and before this period they are called
    by child names.
    On declaring adulthood, an elf selects an adult name,
    although those w ho knew him or her as a youngster
    might continue to use the child name. Each elf’s adult
    name is a unique creation, though it might reflect
    the names o f respected individuals or other family
    members. Little distinction exists between male
    names and female names; the groupings here reflect
    only general tendencies. In addition, every elf bears a
    family name, typically a combination of other Elvish
    words. Some elves traveling among humans translate
    their family names into Common, but others retain the
    Elvish version.
    Child Names: Ara, Bryn, Del, Eryn, Faen, Innil.
    Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
    Syllin, Thia, Vall
    Male Adult Names: Adran, Aelar, Aramil, Arannis,
    Aust, Beiro, Berrian, Carric , Enialis, Erdan, Erevan,
    Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
    Laucian, Mindartis, Paelias, Peren, Quarion, Riardon,
    Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

    H a u g h t y b u t G r a c io u s
    Although they can be haughty, elves are generally gracious
    even to those who fall short of their high expectations—
    which is most non-elves. Still, they can find good in just
    about anyone.
    Dwarves. “Dwarves are dull, clumsy oafs. But what they
    lack in humor, sophistication, and manners, they make up in
    valor. And I must admit, their best smiths produce art that
    approaches elven quality.”
    Halflings. “Halflings are people of simple pleasures, and
    that is not a quality to scorn. They’re good folk, they care
    for each other and tend their gardens, and they have proven
    themselves tougher than they seem when the need arises."
    Humans. “All that haste, their ambition and drive to
    accomplish something before their brief lives pass away—
    human endeavors seem so futile sometimes. But then
    you look at what they have accomplished, and you have to
    appreciate their achievements. If only they could slow down
    and learn some refinement.”
    Female Adult Names: Adrie, Althaea, Anastrianna,
    Andraste, Antinua, Bethrynna, Birel, Caelynn,
    Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth,
    Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
    Quillathe, Sariel, Shanairra, Shava, Silaqui,
    Theirastra, Thia, Vadania, Valanthe, Xanaphia
    Family Names (Common Translations): Amakiir
    (Gemflower), Amastacia (Starflower), Galanodel
    (Moonwhisper), Holimion (Diamonddew), Ilphelkiir
    (Gemblossom), Liadon (Silverfrond), Meliamne
    (Oakenheel), Nai'lo (Nightbreeze), Siannodel
    (Moonbrook), Xiloscient (Goldpetal)

    E l f T r a i t s
    Your elf character has a variety o f natural abilities, the
    result o f thousands o f years o f elven refinement.
    Ability Score Increase. Your Dexterity score
    increases by 2.
    Age. Although elves reach physical maturity at about
    the same age as humans, the elven understanding of
    adulthood goes beyond physical growth to encompass
    worldly experience. An elf typically claims adulthood
    and an adult name around the age o f 100 and can live
    to be 750 years old.
    Alignment. Elves love freedom, variety, and selfexpression,
    so they lean strongly toward the gentler
    aspects o f chaos. They value and protect others'
    freedom as well as their own, and they are more
    often good than not. The drow are an exception; their
    exile into the Underdark has made them vicious and
    dangerous. Drow are more often evil than not.
    Size. Elves range from under 5 to over 6 feet tall and
    have slender builds. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. Accustomed to twilit forests and the night
    sky, you have superior vision in dark and dim conditions.
    You can see in dim light within 60 feet o f you as if it
    were bright light, and in darkness as if it w ere dim light.
    You can’t discern color in darkness, only shades o f gray.
    Keen Senses. You have proficiency in the
    Perception skill.
    Fey Ancestry. You have advantage on saving throws
    against being charmed, and magic can’t put you to sleep.
    Trance. Elves don’t need to sleep. Instead, they
    meditate deeply, remaining semiconscious, for 4
    hours a day. (The Common word for such meditation
    is “trance.”) While meditating, you can dream after a
    fashion; such dreams are actually mental exercises that
    have become reflexive through years o f practice. After
    resting in this way, you gain the same benefit that a
    human does from 8 hours o f sleep.
    Languages. You can speak, read, and write Common
    and Elvish. Elvish is fluid, with subtle intonations and
    intricate grammar. Elven literature is rich and varied,
    and their songs and poems are famous among other
    races. Many bards learn their language so they can add
    Elvish ballads to their repertoires.
    Subrace. Ancient divides among the elven people
    resulted in three main subraces: high elves, wood elves,
    and dark elves, who are commonly called drow. Choose
    one o f these subraces. In some worlds, these subraces
    are divided still further (such as the sun elves and moon
    elves o f the Forgotten Realms), so if you wish, you can
    choose a narrower subrace.

    H ig h E l f
    As a high elf, you have a keen mind and a mastery of
    at least the basics o f magic. In many o f the worlds
    o f D&D, there are two kinds of high elves. One type
    (which includes the gray elves and valley elves of
    Greyhawk, the Silvanesti of Dragonlance, and the
    sun elves o f the Forgotten Realms) is haughty and
    reclusive, believing themselves to be superior to
    non-elves and even other elves. The other type
    (including the high elves o f Greyhawk. the
    Qualinesti o f Dragonlance, and the moon elves
    o f the Forgotten Realms) are more common
    and m ore friendly, and often encountered
    among humans and other races.
    The sun elves o f Faerun (also called gold
    elves or sunrise elves) have bronze skin and
    hair of copper, black, or golden blond. Their
    eyes are golden, silver, or black. Moon elves (also
    called silver elves or gray elves) are much paler,
    with alabaster skin sometimes tinged with blue.
    They often have hair o f silver-white, black, or blue,
    but various shades o f blond, brown, and red are
    not uncommon. Their eyes are blue or green and
    flecked with gold.
    Ability Score Increase. Your Intelligence score
    increases by 1.
    Elf Weapon Training. You have proficiency with
    the longsword, shortsword, shortbow, and longbow.
    Cantrip. You know one cantrip o f your choice from
    the wizard spell list. Intelligence is your spellcasting
    ability for it.
    Extra Language. You can speak, read, and write one
    extra language o f your choice.

    W o o d E lf
    As a w ood elf, you have keen senses and intuition, and
    your fleet feet carry you quickly and stealthily through
    your native forests. This category includes the wild
    elves (grugach) o f Greyhawk and the Kagonesti of
    Dragonlance, as well as the races called wood elves in
    Greyhawk and the Forgotten Realms. In Faerun, wood
    elves (also called wild elves, green elves, or forest elves)
    are reclusive and distrusting o f non-elves.
    Wood elves’ skin tends to be copperish in hue,
    sometimes with traces o f green. Their hair tends toward
    browns and blacks, but it is occasionally blond or
    copper-colored. Their eyes are green, brown, or hazel.
    Ability Score Increase. Your W isdom score
    increases by 1.
    Elf Weapon Training. You have proficiency with the
    longsword, shortsword, shortbow, and longbow.
    Fleet o f Foot. Your base walking speed
    increases to 35 feet.
    Mask o f the Wild. You can attempt to hide even when
    you are only lightly obscured by foliage, heavy rain,
    falling snow, mist, and other natural phenomena.

    T h e D a r k n e s s o f t h e D r ow
    Were it not for one renowned exception, the race of drow
    would be universally reviled. To most, they are a race of
    demon-worshiping marauders dwelling in the subterranean
    depths of the Underdark, emerging only on the blackest
    nights to pillage and slaughter the surface dwellers they
    despise. Their society is depraved and preoccupied with the
    favor of Lolth, their spider-goddess, who sanctions murder
    and the extermination of entire families as noble houses
    vie for position.
    Yet one drow, at least, broke the mold. In the world of the
    Forgotten Realms, Drizzt Do'Urden, ranger of the North, has
    proven his quality as a good-hearted defender of the weak
    and innocent. Rejecting his heritage and adrift in a world that
    looks upon him with terror and loathing, Drizzt is a model
    for those few drow who follow in his footsteps, trying to find
    a life apart from the evil society of their Underdark homes.
    Drow grow up believing that surface-dwelling races are
    inferior, worthless except as slaves. Drow who develop a
    conscience or find it necessary to cooperate with members of
    other races find it hard to overcome that prejudice, especially
    when they are so often on the receiving end of hatred.

    D a r k E l f (D r o w )
    Descended from an earlier subrace of dark-skinned
    elves, the drow w ere banished from the surface world
    for following the goddess Lolth down the path to
    evil and corruption. Now they have built their own
    civilization in the depths o f the Underdark, patterned
    after the Way o f Lolth. Also called dark elves, the drow
    have black skin that resembles polished obsidian and
    stark white or pale yellow hair. They commonly have
    very pale eyes (so pale as to be mistaken for white) in
    shades o f lilac, silver, pink, red, and blue. They tend to
    be smaller and thinner than most elves.
    Drow adventurers are rare, and the race does not exist
    in all worlds. Check with your Dungeon Master to see
    if you can play a drow character.
    Ability Score Increase. Your Charisma score
    increases by 1.
    Superior Darkvision. Your darkvision has a
    radius o f 120 feet.
    Sunlight Sensitivity. You have disadvantage on attack
    rolls and on Wisdom (Perception) checks that rely on
    sight when you, the target o f your attack, or whatever
    you are trying to perceive is in direct sunlight.
    Drow Magic. You know the dancing lights cantrip.
    When you reach 3rd level, you can cast the faerie fire
    spell once per day. When you reach 5th level, you can
    also cast the darkness spell once per day. Charisma is
    your spellcasting ability for these spells.
    Drow Weapon Training. You have proficiency with
    rapiers, shortswords, and hand crossbows.
    Halfling:

    Regis the halfling, the o n l y o n e o f h is k in d f o r
    hundreds of miles in any direction, locked his fingers behind
    his head and leaned back against the mossy blanket
    of the tree trunk. Regis was short, even by the standards
    of his diminutive race, with the fluff o f his curly brown
    locks barely cresting the three-foot mark, but his belly was
    amply thickened by his love of a good meal, or several, as
    the opportunities presented themselves. The crooked stick
    that served as his fishing pole rose up above him, clenched
    between two of his toes, and hung out over the quiet lake,
    mirrored perfectly in the glassy surface o f Maer Dualdon.
    —R.A. Salvatore, The Crystal Shard

    l iv e s : a place to se ttle in peace and quiet, far from
    marauding monsters and clashing armies; a blazing fire
    and a generous meal; fine drink and fine conversation.
    Though some halflings live out their days in remote
    agricultural communities, others form nomadic bands
    that travel constantly, lured by the open road and the
    wide horizon to discover the wonders o f new lands and
    peoples. But even these wanderers love peace, food,
    hearth, and home, though home might be a wagon
    jostling along an dirt road or a raft floating downriver.

    Small and Practical
    The diminutive halflings survive in a w orld full o f larger
    creatures by avoiding notice or, barring that, avoiding
    offense. Standing about 3 feet tall, they appear relatively
    harmless and so have managed to survive for centuries
    in the shadow of empires and on the edges o f wars and
    political strife. They are inclined to be stout, weighing
    between 40 and 45 pounds.
    Halflings’ skin ranges from tan to pale with a ruddy
    cast, and their hair is usually brown or sandy brown
    and wavy. They have brown or hazel eyes. Halfling men
    often sport long sideburns, but beards are rare among
    them and mustaches even more so. They like to w ear
    simple, comfortable, and practical clothes, favoring
    bright colors.
    Halfling practicality extends beyond their clothing.
    They’re concerned with basic needs and simple
    pleasures and have little use for ostentation. Even the
    wealthiest of halflings keep their treasures locked in a
    cellar rather than on display for all to see. They have
    a knack for finding the most straightforward solution
    to a problem, and have little patience for dithering.

    Kind and Curious
    Halflings are an affable and cheerful people. They
    cherish the bonds of family and friendship as well
    as the comforts of hearth and home, harboring few
    dreams of gold or glory. Even adventurers among
    them usually venture into the world for reasons of

    Affable and Positive
    community, friendship, wanderlust, or curiosity. They
    love discovering new things, even simple things, such
    as an exotic food or an unfamiliar style of clothing.
    Halflings are easily m oved to pity and hate to see any
    living thing suffer. They are generous, happily sharing
    what they have even in lean times.

    Blend into the Crowd
    Halflings are adept at fitting into a community of
    humans, dwarves, or elves, making themselves valuable
    and welcome. The combination of their inherent stealth
    and their unassuming nature helps halflings to avoid
    unwanted attention.
    Halflings work readily with others, and they are loyal
    to their friends, whether halfling or otherwise. They can
    display remarkable ferocity when their friends, families,
    or communities are threatened.

    Pastoral Pleasantries
    Most halflings live in small, peaceful communities with
    large farms and well-kept groves. They rarely build
    kingdoms of their own or even hold much land beyond
    their quiet shires. They typically don’t recognize any
    sort of halfling nobility or royalty, instead looking to
    family elders to guide them. Families preserve their
    traditional ways despite the rise and fall of empires.
    Many halflings live among other races, where the
    halflings’ hard work and loyal outlook offer them
    abundant rewards and creature comforts. Some halfling
    communities travel as a way of life, driving wagons or
    guiding boats from place to place and maintaining no
    permanent home.
    Halflings try to get along with everyone else and are loath to
    make sweeping generalizations— especially negative ones.
    Dwarves. “Dwarves make loyal friends, and you can count
    on them to keep their word. But would it hurt them to smile
    once in a while?”
    Elves. "They’re so beautiful! Their faces, their music, their
    grace and all. It’s like they stepped out of a wonderful dream.
    But there’s no telling what’s going on behind their smiling
    faces— surely more than they ever let on.”
    Humans. “Humans are a lot like us, really. At least some
    of them are. Step out of the castles and keeps, go talk to the
    farmers and herders and you’ ll find good, solid folk. Not that
    there’s anything wrong with the barons and soldiers—you
    have to admire their conviction. And by protecting their own
    lands, they protect us as well.”

    E x p l o r i n g O p p o r t u n i t i e s
    Halflings usually set out on the adventurer’s path to
    defend their communities, support their friends, or
    explore a wide and wonder-filled world. For them,
    adventuring is less a career than an opportunity or
    sometimes a necessity.

    H a l f l i n g N a m e s
    A halfling has a given name, a family name, and possibly
    a nickname. Family names are often nicknames that
    stuck so tenaciously they have been passed down
    through the generations.
    Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
    Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,
    Perrin, Reed, Roscoe, Wellby
    Female Names: Andry, Bree, Callie, Cora, Euphemia,
    Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela,
    Portia, Seraphina, Shaena, Trym, Vani, Verna
    Family Names: Brushgather, Goodbarrel, Greenbottle,
    High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage,
    Tosscobble, Underbough
    Languages. You can speak, read, and write Common
    and Halfling. The Halfling language isn’t secret, but
    halflings are loath to share it with others. They write
    very little, so they don’t have a rich body o f literature.
    Their oral tradition, however, is very strong. Almost all
    halflings speak Common to converse with the people
    in whose lands they dwell or through which they
    are traveling.
    Subrace. The two main kinds o f halfling, lightfoot and
    stout, are more like closely related families than true
    subraces. Choose one o f these subraces.

    L ig h t f o o t
    As a lightfoot halfling, you can easily hide from notice,
    even using other people as cover. You’re inclined to be
    affable and get along well with others. In the Forgotten
    Realms, lightfoot halflings have spread the farthest and
    thus are the most common variety.
    Lightfoots are more prone to wanderlust than other
    halflings, and often dwell alongside other races or take
    up a nomadic life. In the world o f Greyhawk, these
    halflings are called hairfeet or tallfellows.
    Ability Score Increase. Your Charisma score
    increases by 1.
    Naturally Stealthy. You can attempt to hide even
    when you are obscured only by a creature that is at least
    one size larger than you.

    St o u t
    As a stout halfling, you’re hardier than average and have
    some resistance to poison. Some say that stouts have
    dwarven blood. In the Forgotten Realms, these halflings
    are called stronghearts, and they’re most common
    in the south.
    Ability Score Increase. Your Constitution score
    increases by 1.
    Stout Resilience. You have advantage on saving
    throws against poison, and you have resistance
    against poison damage.

    H a l f l i n g T r a i t s
    Your halfling character has a number o f traits in
    common with all other halflings.
    Ability Score Increase. Your Dexterity score
    increases by 2.
    Age. A halfling reaches adulthood at the age of
    20 and generally lives into the middle o f his or her
    second century.
    Alignment. Most halflings are lawful good. As a rule,
    they are good-hearted and kind, hate to see others in
    pain, and have no tolerance for oppression. They are
    also very orderly and traditional, leaning heavily on
    the support o f their community and the comfort of
    their old ways.
    Size. Halflings average about 3 feet tall and w eigh
    about 40 pounds. Your size is Small.
    Speed. Your base walking speed is 25 feet.
    Lucky. When you roll a 1 on an attack roll, ability
    check, or saving throw, you can reroll the die and must
    use the new roll.
    Brave. You have advantage on saving throws against
    being frightened.
    Halfling Nimbleness. You can move through the
    space o f any creature that is o f a size larger than yours.


    Last edited by Menelmacar on Fri May 29, 2015 9:31 pm; edited 2 times in total


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    Death

    Posts : 53
    Join date : 2015-05-28

    Re: Chapter 2: Races

    Post by Death on Fri May 29, 2015 9:26 pm

    Human:

    T h e se w e r e t h e s t o r ie s o f a r e s t l e s s p e o p l e w h o
    long ago took to the seas and rivers in longboats, first to
    pillage and terrorize, then to settle. Yet there was an energy,
    a love of adventure, that sang from every page. Long into
    the night Uriel read, lighting candle after precious candle.
    She'd never given much thought to humans, but these
    stories fascinated her. In these yellowed pages were tales of
    bold heroes, strange and fierce animals, mighty primitive gods,
    and a magic that was part and fabric of that distant land.
    —Elaine Cunningham, Daughter of the Drow
    In the reckonings o f most w orlds, humans are the
    youngest o f the common races, late to arrive on the
    world scene and short-lived in comparison to dwarves,
    elves, and dragons. Perhaps it is because o f their shorter
    lives that they strive to achieve as much as they can in
    the years they are given. Or maybe they feel they have
    something to prove to the elder races, and that’s why
    they build their mighty empires on the foundation of
    conquest and trade. Whatever drives them, humans
    are the innovators, the achievers, and the pioneers
    o f the worlds.
    A B r o a d S p e c t r u m
    With their penchant for migration and conquest,
    humans are more physically diverse than other common
    races. There is no typical human. An individual can
    stand from 5 feet to a little over 6 feet tall and w eigh
    from 125 to 250 pounds. Human skin shades range
    from nearly black to very pale, and hair colors from
    black to blond (curly, kinky, or straight); males might
    sport facial hair that is sparse or thick. A lot o f humans
    have a dash o f nonhuman blood, revealing hints o f elf,
    orc , or other lineages. Humans reach adulthood in their
    late teens and rarely live even a single century.
    V a r i e t y i n A l l T h i n g s
    Humans are the most adaptable and ambitious people
    among the common races. They have widely varying
    tastes, morals, and customs in the many different lands
    where they have settled. When they settle, though,
    they stay: they build cities to last for the ages, and
    great kingdoms that can persist for long centuries. An
    individual human might have a relatively short life span,
    but a human nation or culture preserves traditions
    with origins far beyond the reach o f any single human’s
    memory. They live fully in the present—making them
    well suited to the adventuring life—but also plan for the
    future, striving to leave a lasting legacy. Individually and
    as a group, humans are adaptable opportunists, and
    they stay alert to changing political and social dynamics.
    Ev e r y o n e ’s S e c o n d - B e s t F r i e n d s
    Just as readily as they mix with each other, humans mingle
    with members of other races. They get along with almost
    everyone, though they might not be close to many. Humans
    serve as ambassadors, diplomats, magistrates, merchants,
    and functionaries of all kinds.
    Dwarves. “They’re stout folk, stalwart friends, and true to
    their word. Their greed for gold is their downfall, though.”
    Elves. “ It’s best not to wander into elven woods. They don't
    like intruders, and you’ ll as likely be bewitched as peppered
    with arrows. Still, if an elf can get past that damned racial
    pride and actually treat you like an equal, you can learn a lot
    from them.”
    Halflings. "It’s hard to beat a meal in a halfling home, as
    long as you don’t crack your head on the ceiling—good food
    and good stories in front of a nice, warm fire. If halflings had
    a shred of ambition, they might really amount to something.”
    L a s t i n g I n s t i t u t i o n s
    Where a single elf or dwarf might take on the
    responsibility o f guarding a special location or a
    powerful secret, humans found sacred orders and
    institutions for such purposes. While dwarf clans and
    halfling elders pass on the ancient traditions to each
    new generation, human temples, governments, libraries,
    and codes o f law fix their traditions in the bedrock o f
    history. Humans dream o f immortality, but (except for
    those few who seek undeath or divine ascension to
    escape death’s clutches) they achieve it by ensuring that
    they will be remembered when they are gone.
    Although some humans can be xenophobic, in
    general their societies are inclusive. Human lands
    welcome large numbers o f nonhumans compared to the
    proportion o f humans w ho live in nonhuman lands.
    E x e m p l a r s o f A m b i t i o n
    Humans w ho seek adventure are the most daring and
    ambitious members o f a daring and ambitious race.
    They seek to earn glory in the eyes o f their fellows
    by amassing power, wealth, and fame. More than
    other people, humans champion causes rather than
    territories or groups.
    H u m a n N a m e s a n d E t h n i c i t i e s
    Having so much more variety than other cultures,
    humans as a whole have no typical names. Some human
    C a l i s h i t e
    Shorter and slighter in build than most other humans,
    Calishites have dusky brown skin, hair, and eyes.
    They’re found primarily in southwest Faerun.
    Calishite Names: (Male) Aseir, Bardeid, Haseid,
    Khemed, Mehmen, Sudeiman, Zasheir; (female)
    Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira,
    Zasheida; (surnames) Basha, Dumein, Jassan, Khalid,
    Mostana, Pashar, Rein
    C h o n d a t h a n
    Chondathans are slender, tawny-skinned folk with
    brown hair that ranges from almost blond to almost
    black. Most are tall and have green or brown eyes,
    but these traits are hardly universal. Humans of
    Chondathan descent dominate the central lands of
    Faerun. around the Inner Sea.
    parents give their children names from other languages,
    such as Dwarvish or Elvish (pronounced more or less
    correctly), but most parents give names that are linked
    to their region’s culture or to the naming traditions of
    their ancestors.
    The material culture and physical characteristics
    o f humans can change wildly from region to region.
    In the Forgotten Realms, for example, the clothing,
    architecture, cuisine, music, and literature are different
    in the northwestern lands of the Silver Marches than
    in distant Turmish or Impiltur to the east—and even
    more distinctive in far-off Kara-Tur. Human physical
    characteristics, though, vary according to the ancient
    migrations o f the earliest humans, so that the humans
    o f the Silver Marches have every possible variation of
    coloration and features.
    In the Forgotten Realms, nine human ethnic groups
    are w idely recognized, though over a dozen others are
    found in more localized areas o f Faerun. These groups,
    and the typical names o f their members, can be used as
    inspiration no matter which world your human is in.
    Chondathan Names: (Male) Darvin, Dorn, Evendur,
    Gorstag, Grim, Helm, Malark, Morn, Randal,
    Stedd; (female) Arveene, Esvele, Jhessail, Kerri,
    Lureene, Miri, Rowan, Shandri, Tessele; (surnames)
    Amblecrown, Buckman, Dundragon, Evenwood,
    Greycastle, Tallstag
    D a m a r a n
    Found primarily in the northwest o f Faerun, Damarans
    are o f moderate height and build, with skin hues
    ranging from tawny to fair. Their hair is usually brown
    or black, and their eye color varies widely, though brown
    is most common.
    Damaran Names: (Male) Bor, Fodel, Glar, Grigor,
    Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female)
    Alethra, Kara, Katernin, Mara, Natali, Olma, Tana,
    Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov,
    Marsk, Nemetsk, Shemov, Starag
    I l l u s k a n
    Illuskans are tall, fair-skinned folk with blue or steely
    gray eyes. Most have raven-black hair, but those who
    inhabit the extreme northwest have blond, red, or
    light brown hair.
    Illuskan Names: (Male) Ander, Blath, Bran, Frath,
    Geth, Lander, Luth, Malcer, Stor, Taman, Urth;
    (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga,
    Silifrey, Westra; (surnames) Brightwood, Helder,
    Hornraven, Lackman, Stormwind, Windrivver
    M u l a n
    Dominant in the eastern and southeastern shores of
    the Inner Sea, the Mulan are generally tall, slim, and
    amber-skinned, with eyes o f hazel or brown. Their hair
    ranges from black to dark brown, but in the lands where
    the Mulan are most prominent, nobles and many other
    Mulan shave off all their hair.
    Mulan Names: (Male) Aoth, Bareris, Ehput-Ki,
    Kethoth, Mumed, Ramas, So-Kehur, Thazar-De,
    Urhur; (female) Arizima, Chathi, Nephis, Nulara,
    Murithi, Sefris, Thola, Umara, Zolis; (surnames)
    Ankhalab, Anskuld, Fezim, Hahpet, Nathandem,
    Sepret, Uuthrakt
    R a s h e m i
    Most often found east o f the Inner Sea and often
    intermingled with the Mulan, Rashemis tend to be short,
    stout, and muscular. They usually have dusky skin, dark
    eyes, and thick black hair.
    Rashemi Names: (Male) Borivik, Faurgar, Jandar,
    Kanithar, Madislak, Ralmevik, Shaumar, Vladislak;
    (female) Fyevarra, Hulmarra, Immith, Imzel,
    Navarra, Shevarra, Tammith. Yuldra; (surnames)
    Chergoba, Dyernina, Iltazyara, Murnyethara,
    Stayanoga, Ulmokina
    Sh o u
    The Shou are the most numerous and powerful ethnic
    group in Kara-Tur, far to the east o f Faerun. They are
    yellowish-bronze in hue, with black hair and dark
    eyes. Shou surnames are usually presented before
    the given name.
    Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun,
    Lian, Long, Meng, On, Shan, Shui, Wen; (female)
    Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames)
    Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
    Sum, Tan, Wan
    T e t h y r i a n
    Widespread along the entire Sword Coast at the
    western edge o f Faerun, Tethyrians are o f medium build
    and height, with dusky skin that tends to grow fairer
    the farther north they dwell. Their hair and eye color
    varies widely, but brown hair and blue eyes are the most
    common. Tethyrians primarily use Chondathan names.
    T u r a m i
    Native to the southern shore of the Inner Sea, the
    Turami people are generally tall and muscular, with
    dark mahogany skin, curly black hair, and dark eyes.
    Turami Names: (Male) Anton, Diero, Marcon, Pieron,
    Rimardo, Romero, Salazar, Umbero; (female) Balama,
    Dona, Faila, Jalana, Luisa, Marta, Quara, Selise,
    Vonda; (surnames) Agosto, Astorio, Calabra, Domine,
    Falone, Marivaldi, Pisacar, Ramondo
    H u m a n T r a i t s
    It’s hard to make generalizations about humans, but
    your human character has these traits.
    Ability Score Increase. Your ability scores each
    increase by 1.
    Age. Humans reach adulthood in their late teens and
    live less than a century.
    Alignment. Humans tend toward no
    particular alignment. The best and the worst are
    found among them.
    Size. Humans vary widely in height and build, from
    barely 5 feet to well over 6 feet tall. Regardless o f your
    position in that range, your size is Medium.
    Speed. Your base w alking speed is 30 feet.
    Languages. You can speak, read, and write Common
    and one extra language o f your choice. Humans typically
    learn the languages o f other peoples they deal with,
    including obscure dialects. They are fond o f sprinkling
    their speech with w ords borrowed from other tongues:
    Orc curses, Elvish musical expressions, Dwarvish
    military phrases, and so on.
    V a r i a n t H um a n T r a i t s
    If your campaign uses the optional feat rules from chapter 5,
    your Dungeon Master might allow these variant traits, all of
    which replace the human’s Ability Score Increase trait.
    Dragonborn:

    H e r f a t h e r s t o o d o n th e f ir s t o f th e t h r e e s ta ir s
    that led down from the portal, unmoving. The scales of his
    face had grown paler around the edges, but Clanless Mehen
    still looked as if he could wrestle down a dire bear himself.
    His familiar well-worn armor was gone, replaced by
    violet-tinted scale armor with bright silvery tracings. There
    was a blazon on his arm as well, the mark of some foreign
    house. The sword at his back was the same, though, the one
    he had carried since even before he had found the twins left
    in swaddling at the gates of Arush Vayem.
    father’s face was a skill she'd been fortunate to learn. A
    human who couldn’t spot the shift of her eyes or Havilar’s
    would certainly see only the indifference of a dragon in
    Clanless Mehen’s face. But the shift of scales, the arch of a
    ridge, the set of his eyes, the gape of his teeth—her father's
    face spoke volumes.
    But every scale of it, this time, seemed completely still—
    the indifference of a dragon, even to Farideh.
    —Erin M. Evans, The Adversary
    Born o f dragons, as their name proclaims, the
    dragonborn walk proudly through a world that greets
    them with fearful incomprehension. Shaped by draconic
    gods or the dragons themselves, dragonborn originally
    hatched from dragon eggs as a unique race, combining
    the best attributes o f dragons and humanoids. Some
    dragonborn are faithful servants to true dragons, others
    form the ranks o f soldiers in great wars, and still others
    find themselves adrift, with no clear calling in life.
    P r o u d D r a g o n K i n
    Dragonborn look very much like dragons standing erect
    in humanoid form, though they lack wings or a tail. The
    first dragonborn had scales o f vibrant hues matching
    the colors o f their dragon kin, but generations of
    interbreeding have created a more uniform appearance.
    Their small, fine scales are usually brass or bronze
    in color, sometimes ranging to scarlet, rust, gold, or
    copper-green. They are tall and strongly built, often
    standing close to 6 1/2 feet tall and weighing 300 pounds
    or more. Their hands and feet are strong, talonlike
    claws with three fingers and a thumb on each hand.
    The blood o f a particular type o f dragon runs
    very strong through some dragonborn clans. These
    dragonborn often boast scales that more closely match
    those o f their dragon ancestor—bright red, green, blue,
    or white, lustrous black, or gleaming metallic gold,
    silver, brass, copper, or bronze.
    S e l f - S u f f i c i e n t C l a n s
    To any dragonborn, the clan is more important than
    life itself. Dragonborn owe their devotion and respect
    to their clan above all else, even the gods. Each
    dragonborn’s conduct reflects on the honor o f his or her
    clan, and bringing dishonor to the clan can result in
    expulsion and exile. Each dragonborn knows his or her
    station and duties within the clan, and honor demands
    maintaining the bounds o f that position.
    A continual drive for self-improvement reflects the
    self-sufficiency o f the race as a whole. Dragonborn value
    skill and excellence in all endeavors. They hate to fail,
    and they push themselves to extreme efforts before they
    give up on something. A dragonborn holds mastery of
    a particular skill as a lifetime goal. Members o f other
    races who share the same commitment find it easy to
    earn the respect o f a dragonborn.
    Though all dragonborn strive to be self-sufficient,
    they recognize that help is sometimes needed in difficult
    situations. But the best source for such help is the
    clan, and when a clan needs help, it turns to another
    dragonborn clan before seeking aid from other races—
    or even from the gods.
    D r a g o n b o r n N a m e s
    Dragonborn have personal names given at birth,
    but they put their clan names first as a mark o f
    honor. A childhood name or nickname is often used
    among clutchmates as a descriptive term or a term
    o f endearment. The name might recall an event or
    center on a habit.
    Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh.
    Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed,
    Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
    Female Names: Akra, Biri, Daar, Farideh, Harann,
    Flavilar, Jheri, Kava, Korinn, Mishann, Nala, Perra,
    Raiann, Sora, Surina, Thava, Uadjit
    U n c o m m o n Ra c e s
    The dragonborn and the rest of the races in this chapter are
    uncommon. They don’t exist in every world of D&D, and
    even where they are found, they are less widespread than
    dwarves, elves, halflings, and humans.
    In the cosmopolitan cities of the D&D multiverse, most
    people hardly look twice at members of even the most
    exotic races. But the small towns and villages that dot
    the countryside are different. The common folk aren’t
    accustomed to seeing members of these races, and they
    react accordingly.
    Dragonborn. It’s easy to assume that a dragonborn is a
    monster, especially if his or her scales betray a chromatic
    heritage. Unless the dragonborn starts breathing fire and
    causing destruction, though, people are likely to respond
    with caution rather than outright fear.
    Gnome. Gnomes don’t look like a threat and can quickly
    disarm suspicion with good humor. The common folk are
    often curious about gnomes, likely never having seen one
    before, but they are rarely hostile or fearful.
    Half-Elf. Although many people have never seen a half-elf,
    virtually everyone knows they exist. A half-elf stranger’s
    arrival is followed by gossip behind the half-elf's back and
    stolen glances across the common room, rather than any
    confrontation or open curiosity.
    Half-Orc. It’s usually safe to assume that a half-orc is
    belligerent and quick to anger, so people watch themselves
    around an unfamiliar half-orc. Shopkeepers might
    surreptitiously hide valuable or fragile goods when a half-orc
    comes in, and people slowly clear out of a tavern, assuming a
    fight will break out soon.
    Tiefling. Half-orcs are greeted with a practical caution, but
    tieflings are the subject of supernatural fear. The evil of their
    heritage is plainly visible in their features, and as far as most
    people are concerned, a tiefling could very well be a devil
    straight from the Nine Hells. People might make warding
    signs as a tiefling approaches, cross the street to avoid
    passing near, or bar shop doors before a tiefling can enter.
    Childhood Names: Climber, Earbender, Leaper, Pious,
    Shieldbiter, Zealous
    Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
    Drachedandion, Fenkenkabradon, Kepeshkmolik,
    Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
    Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
    Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
    D r a g o n b o r n T r a i t s
    Your draconic heritage manifests in a variety o f traits
    you share with other dragonborn.
    Ability Score Increase. Your Strength score
    increases by 2, and your Charisma score increases by 1.
    Age. Young dragonborn grow quickly. They walk
    hours after hatching, attain the size and development
    o f a 10-year-old human child by the age o f 3, and reach
    adulthood by 15. They live to be around 80.
    Alignment. Dragonborn tend to extremes, making a
    conscious choice for one side or the other in the cosmic
    war between good and evil (represented by Bahamut
    and Tiamat, respectively). Most dragonborn are good,
    but those w ho side with Tiamat can be terrible villains.
    Size. Dragonborn are taller and heavier than humans,
    standing w ell over 6 feet tall and averaging almost 250
    pounds. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    D r a c o n i c A n c e s t r y
    Dragon Damage Type Breath Weapon
    Black Acid 5 by 30 ft. line (Dex. save)
    Blue Lightning 5 by 30 ft. line (Dex. save)
    Brass Fire 5 by 30 ft. line (Dex. save)
    Bronze Lightning 5 by 30 ft. line (Dex. save)
    Copper Acid 5 by 30 ft. line (Dex. save)
    Cold Fire 15 ft. cone (Dex. save)
    Green Poison 15 ft. cone (Con. save)
    Red Fire 15 ft. cone (Dex. save)
    Silver Cold 15 ft. cone (Con. save)
    White Cold 15 ft. cone (Con. save)
    D r a c o n i a n s
    in the Dragonlance setting, the followers of the evil goddess
    Takhisis learned a dark ritual that let them corrupt the
    eggs of metallic dragons, producing evil dragonborn called
    draconians. Five types of draconians, corresponding to the
    five types of metallic dragons, fought for Takhisis in the War
    of the Lance: auraks (gold), baaz (brass), bozak (bronze),
    kapak (copper), and sivak (silver). In place of their draconic
    breath weapons, they have unique magical abilities.
    Draconic Ancestry. You have draconic ancestry.
    Choose one type o f dragon from the Draconic Ancestry
    table. Your breath weapon and damage resistance are
    determined by the dragon type, as shown in the table.
    Breath Weapon. You can use your action to exhale
    destructive energy. Your draconic ancestry determines
    the size, shape, and damage type of the exhalation.
    When you use your breath w eapon, each creature in
    the area o f the exhalation must make a saving throw,
    the type o f which is determined by your draconic
    ancestry. The DC for this saving throw equals 8 +
    your Constitution modifier + your proficiency bonus. A
    creature takes 2d6 damage on a failed save, and half
    as much damage on a successful one. The damage
    increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
    at 16th level.
    After you use your breath weapon, you can’t use it
    again until you complete a short or long rest.
    Damage Resistance. You have resistance to the
    damage type associated with your draconic ancestry.
    Languages. You can speak, read, and write Common
    and Draconic. Draconic is thought to be one o f the
    oldest languages and is often used in the study o f magic.
    The language sounds harsh to most other creatures and
    includes numerous hard consonants and sibilants.
    Gnome:

    fair hair has a tendency to stick out in every direction,
    as if expressing the gnome’s insatiable interest in
    everything around.
    A gnome’s personality is writ large in his or her
    appearance. A male gnome’s beard, in contrast to
    his wild hair, is kept carefully trimmed but often
    styled into curious forks or neat points. A gnome’s
    clothing, though usually m ade in modest earth tones,
    is elaborately decorated with embroidery, embossing,
    or gleaming jewels.
    D e l i g h t e d D e d i c a t i o n
    As far as gnomes are concerned, being alive is a
    wonderful thing, and they squeeze every ounce of
    enjoyment out o f their three to five centuries o f life.
    Humans might w onder about getting bored over the
    course o f such a long life, and elves take plenty o f time
    to savor the beauties o f the world in their long years, but
    gnomes seem to worry that even with all that time, they
    can’t get in enough o f the things they want to do and see.
    Gnomes speak as if they can’t get the thoughts
    out o f their heads fast enough. Even as they offer
    ideas and opinions on a range o f subjects, they still
    manage to listen carefully to others, adding the
    appropriate exclamations o f surprise and appreciation
    along the way.
    Sk in n y a n d f l a x e n - h a ir e d , h is s k in
    walnut brown and his eyes a startling
    turquoise, Burgell stood half as tall as Aeron
    climb up on a stool to look out the peephole. Like most habitations
    in Oeble, that particular tenement had been built
    for humans, and smaller residents coped with the resulting
    awkwardness as best they could.
    But at least the relative largeness of the apartment gave
    Burgell room to pack in all his gnome-sized gear. The front
    room was his workshop, and it contained a bewildering
    miscellany of tools: hammers, chisels, saws, lockpicks,
    tinted lenses, jeweler's loupes, and jars of powdered and
    shredded ingredients for casting spells. A fat gray cat, the
    mage’s familiar, lay curled atop a grimoire. It opened its
    eyes, gave Aeron a disdainful yellow stare, then appeared
    to go back to sleep.
    —Richard Lee Byers, The Black Bouquet
    A constant hum o f busy activity pervades the warrens
    and neighborhoods where gnomes form their closeknit
    communities. Louder sounds punctuate the hum:
    a crunch o f grinding gears here, a minor explosion
    there, a yelp o f surprise or triumph, and especially
    bursts o f laughter. Gnomes take delight in life, enjoying
    every moment o f invention, exploration, investigation,
    creation, and play.
    V i b r a n t E x p r e s s i o n
    A gnome’s energy and enthusiasm for living shines
    through every inch o f his or her tiny body. Gnomes
    average slightly over 3 feet tall and w eigh 40 to 45
    pounds. Their tan or brown faces are usually adorned
    with broad smiles (beneath their prodigious noses),
    and their bright eyes shine with excitement. Their
    Though gnomes love jokes o f all kinds, particularly
    puns and pranks, they’re just as dedicated to the more
    serious tasks they undertake. Many gnomes are skilled
    engineers, alchemists, tinkers, and inventors. They’re
    willing to make mistakes and laugh at themselves in
    the process o f perfecting what they do, taking bold
    (sometimes foolhardy) risks and dreaming large.
    B r i g h t B u r r o w s
    Gnomes make their homes in hilly, wooded lands. They
    live underground but get more fresh air than dwarves
    do, enjoying the natural, living w orld on the surface
    whenever they can. Their homes are well hidden by
    both clever construction and simple illusions. Welcome
    visitors are quickly ushered into the bright, warm
    burrows. Those w ho are not w elcome are unlikely to
    find the burrows in the first place.
    Gnomes w ho settle in human lands are commonly
    gemcutters, engineers, sages, or tinkers. Some human
    families retain gnome tutors, ensuring that their pupils
    enjoy a mix o f serious learning and delighted enjoyment.
    A gnome might tutor several generations o f a single
    human family over the course o f his or her long life.
    G n o m e N a m e s
    Gnomes love names, and most have half a dozen or so.
    A gnome's mother, father, clan elder, aunts, and uncles
    each give the gnome a name, and various nicknames
    from just about everyone else might or might not stick
    over time. Gnome names are typically variants on the
    names of ancestors or distant relatives, though some
    are purely new inventions. When dealing with humans
    and others w ho are “stuffy” about names, a gnome
    learns to use no more than three names: a personal
    name, a clan name, and a nickname, choosing the one in
    each category that’s the most fun to say.
    D e e p G n o m e s
    A third subrace of gnomes, the deep gnomes (or svirfneblin),
    live in small communities scattered in the Underdark. Unlike
    the duergar and the drow, svirfneblin are as good as their
    surface cousins. However, their humor and enthusiasm
    are dampened by their oppressive environment, and their
    inventive expertise is directed mostly toward stonework.
    Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell,
    Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble,
    Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar,
    Seebo, Sindri, Warryn, Wrenn, Zook
    Female Names: Bimpnottin, Breena, Caramip, Carlin,
    Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli,
    Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla,
    Roywyn, Shamil, Tana, Waywocket, Zanna
    Clan Names: Beren, Daergel, Folkor, Garrick, Nackle,
    Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
    Nicknames: Aleslosh, Ashhearth, Badger, Cloak,
    Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe,
    Pock, Sparklegem, Stumbleduck
    S e e i n g t h e W o r l d
    Curious and impulsive, gnomes might take up
    adventuring as a way to see the world or for the love
    o f exploring. As lovers o f gems and other fine items,
    some gnomes take to adventuring as a quick, if
    dangerous, path to wealth. Regardless o f what spurs
    them to adventure, gnomes w ho adopt this way of life
    eke as much enjoyment out o f it as they do out of any
    other activity they undertake, sometimes to the great
    annoyance o f their adventuring companions.
    G n o m e T r a i t s
    Your gnome character has certain characteristics in
    common with all other gnomes.
    Ability Score Increase. Your Intelligence score
    increases by 2.
    Age. Gnomes mature at the same rate humans do, and
    most are expected to settle down into an adult life by
    around age 40. They can live 350 to almost 500 years.
    Alignment. Gnomes are most often good. Those who
    tend toward law are sages, engineers, researchers,
    scholars, investigators, or inventors. Those w ho tend
    toward chaos are minstrels, tricksters, wanderers,
    or fanciful jewelers. Gnomes are good-hearted, and
    A lw a y s A p p r e c i a t i v e
    It’s rare for a gnome to be hostile or malicious unless he
    or she has suffered a grievous injury. Gnomes know that
    most races don’t share their sense o f humor, but they enjoy
    anyone's company just as they enjoy everything else they set
    out to do.
    even the tricksters among them are more playful
    than vicious.
    Size. Gnomes are between 3 and 4 feet tall and
    average about 40 pounds. Your size is Small.
    Speed. Your base walking speed is 25 feet.
    Darkvision. Accustomed to life underground, you have
    superior vision in dark and dim conditions. You can
    see in dim light within 60 feet o f you as if it w ere bright
    light, and in darkness as if it were dim light. You can't
    discern color in darkness, only shades o f gray.
    Gnome Cunning. You have advantage on all
    Intelligence, Wisdom, and Charisma saving throws
    against magic.
    Languages. You can speak, read, and write Common
    and Gnomish. The Gnomish language, which uses the
    Dwarvish script, is renowned for its technical treatises
    and its catalogs o f knowledge about the natural world.
    Subrace. Two subraces of gnomes are found among
    the worlds o f D&D: forest gnomes and rock gnomes.
    Choose one o f these subraces.
    F o r e s t G n o m e
    As a forest gnome, you have a natural knack for illusion
    and inherent quickness and stealth. In the worlds of
    D&D, forest gnomes are rare and secretive. They gather
    in hidden communities in sylvan forests, using illusions
    and trickery to conceal themselves from threats or
    to mask their escape should they be detected. Forest
    gnomes tend to be friendly with other good-spirited
    woodland folk, and they regard elves and good fey as
    their most important allies. These gnomes also befriend
    small forest animals and rely on them for information
    about threats that might prowl their lands.
    Ability Score Increase. Your Dexterity score
    increases by 1.
    Natural Illusionist. You know the minor illusion
    cantrip. Intelligence is your spellcasting ability for it.
    Speak with Small Beasts. Through sounds and
    gestures, you can communicate simple ideas with Small
    or smaller beasts. Forest gnomes love animals and often
    keep squirrels, badgers, rabbits, moles, woodpeckers,
    and other creatures as beloved pets.
    R o c k G n o m e
    As a rock gnome, you have a natural inventiveness and
    hardiness beyond that o f other gnomes. Most gnomes
    in the worlds o f D&D are rock gnomes, including the
    tinker gnomes o f the Dragonlance setting.
    Ability Score Increase. Your Constitution score
    increases by 1.
    Artificer’s Lore. Whenever you make an Intelligence
    (History) check related to magic items, alchemical
    objects, or technological devices, you can add twice your
    proficiency bonus, instead o f any proficiency bonus you
    normally apply.
    Tinker. You have proficiency with artisan’s tools
    (tinker’s tools). Using those tools, you can spend 1
    hour and 10 gp worth o f materials to construct a Tiny
    clockwork device (AC 5, 1 hp). The device ceases
    to function after 24 hours (unless you spend 1 hour
    repairing it to keep the device functioning), or when
    you use your action to dismantle it; at that time, you can
    reclaim the materials used to create it. You can have up
    to three such devices active at a time.
    When you create a device, choose one o f the
    following options:
    Clockwork Toy. This toy is a clockwork animal, monster,
    or person, such as a frog, mouse, bird, dragon, or
    soldier. When placed on the ground, the toy m oves
    5 feet across the ground on each o f your turns in a
    random direction. It makes noises as appropriate
    to the creature it represents.
    Fire Starter. The device produces a miniature
    flame, which you can use to light a candle,
    torch, or campfire. Using the device
    requires your action.
    Music Box. When opened, this music box
    plays a single song at a moderate volume.
    The box stops playing when it
    reaches the song’s end or
    when it is closed.
    Half-Elf:

    “Tanis?” said Flint hesitantly as the man neared.
    “The same.” The newcomer’s bearded face split in a wide
    grin. He held open his arms and, before the dwarf could
    stop him, engulfed Flint in a hug that lifted him off the
    ground. The dwarf clasped his old friend close for a brief
    instant, then, remembering his dignity, squirmed and freed
    himself from the half-elf’s embrace.
    —Margaret Weis and Tracy Hickman,
    Dragons of Autumn Twilight
    Walking in two w orlds but truly belonging to neither,
    half-elves combine what some say are the best qualities
    o f their elf and human parents: human curiosity,
    inventiveness, and ambition tempered by the refined
    senses, love o f nature, and artistic tastes o f the elves.
    Some half-elves live among humans, set apart by their
    emotional and physical differences, watching friends
    and loved ones age while time barely touches them.
    Others live with the elves, growing restless as they
    reach adulthood in the timeless elven realms, while
    their peers continue to live as children. Many half-elves,
    unable to fit into either society, choose lives o f solitary
    wandering or join with other misfits and outcasts in
    the adventuring life.
    O f T w o W o r l d s
    To humans, half-elves look like elves, and to elves, they
    look human. In height, they’re on par with both parents,
    though they’re neither as slender as elves nor as broad
    as humans. They range from under 5 feet to about 6 feet
    tall, and from 100 to 180 pounds, with men only slightly
    taller and heavier than women. Half-elf men do have
    facial hair, and sometimes grow beards to mask their
    elven ancestry. Half-elven coloration and features lie
    somewhere between their human and elf parents, and
    thus show a variety even more pronounced than that
    found among either race. They tend to have the eyes
    o f their elven parents.
    F l in t s q u in t e d in t o th e s e t t in g s u n . H e t h o u g h t
    he saw the figure of a man striding up the path. Standing,
    Flint drew back into the shadow of a tall pine to see better.
    The man's walk was marked by an easy grace—an elvish
    grace, Flint would have said; yet the man’s body had the
    thickness and tight muscles of a human, while the facial
    hair was definitely humankind’s. All the dwarf could see
    of the man’s face beneath a green hood was tan skin and a
    brownish-red beard. A longbow was slung over one shoulder
    and a sword hung at his left side. He was dressed in soft
    leather, carefully tooled in the intricate designs the elves
    loved. But no elf in the world o f Krynn could grow a beard
    . .. no elf, but...
    H a l f -E lf
    D i p l o m a t s o r W a n d e r e r s
    Half-elves have no lands o f their own, though they are
    welcome in human cities and somewhat less w elcome
    in elven forests. In large cities in regions where elves
    and humans interact often, half-elves are sometimes
    numerous enough to form small communities of their
    own. They enjoy the company o f other half-elves, the
    only people who truly understand what it is to live
    between these two worlds.
    In most parts of the world, though, half-elves are
    uncommon enough that one might live for years
    without meeting another. Some half-elves prefer to
    avoid company altogether, wandering the w ilds as
    trappers, foresters, hunters, or adventurers and visiting
    civilization only rarely. Like elves, they are driven by
    the wanderlust that comes o f their longevity. Others,
    in contrast, throw themselves into the thick o f society,
    putting their charisma and social skills to great use
    in diplomatic roles or as swindlers.
    H a l f - E l f N a m e s
    Half-elves use either human or elven naming
    conventions. As if to emphasize that they don’t really fit
    in to either society, half-elves raised among humans are
    often given elven names, and those raised among elves
    often take human names.
    H a l f - E l f T r a i t s
    Your half-elf character has some qualities in common
    with elves and some that are unique to half-elves.
    Ability Score Increase. Your Charisma score
    increases by 2, and two other ability scores o f your
    choice increase by 1.
    Age. Half-elves mature at the same rate humans
    do and reach adulthood around the age o f 20. They
    live much longer than humans, however, often
    exceeding 180 years.
    Alignment. Half-elves share the chaotic bent o f their
    elven heritage. They value both personal freedom and
    E x c e l l e n t A m b a s s a d o r s
    Many half-elves learn at an early age to get along with
    everyone, defusing hostility and finding common ground.
    As a race, they have elven grace without elven aloofness and
    human energy without human boorishness. They often make
    excellent ambassadors and go-betweens (except between
    elves and humans, since each side suspects the half-elf
    of favoring the other).
    creative expression, demonstrating neither love
    o f leaders nor desire for followers. They chafe at
    rules, resent others’ demands, and sometimes prove
    unreliable, or at least unpredictable.
    Size. Half-elves are about the same size as humans,
    ranging from 5 to 6 feet tall. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. Thanks to your elf blood, you have
    superior vision in dark and dim conditions. You can
    see in dim light within 60 feet o f you as if it w ere bright
    light, and in darkness as if it were dim light. You can’t
    discern color in darkness, only shades o f gray.
    Fey Ancestry. You have advantage on saving throws
    against being charmed, and magic can’t put you to sleep.
    Skill Versatility. You gain proficiency in two skills
    o f your choice.
    Languages. You can speak, read, and write Common,
    Elvish, and one extra language of your choice.
    Half-Orc:

    Whether united under the leadership o f a mighty
    warlock or having fought to a standstill after years
    o f conflict, orc and human tribes sometimes form
    alliances, joining forces into a larger horde to the terror
    o f civilized lands nearby. When these alliances are
    sealed by marriages, half-orcs are born. Some half-orcs
    rise to become proud chiefs o f orc tribes, their human
    blood giving them an edge over their full-blooded orc
    rivals. Some venture into the w orld to prove their worth
    among humans and other more civilized races. Many of
    these become adventurers, achieving greatness for their
    mighty deeds and notoriety for their barbaric customs
    and savage fury.
    S c a r r e d a n d S t r o n g
    Half-orcs’ grayish pigmentation, sloping foreheads,
    jutting jaws, prominent teeth, and towering builds make
    their orcish heritage plain for all to see. Half-orcs stand
    between 6 and 7 feet tall and usually weigh between
    180 and 250 pounds.
    Orc s regard battle scars as tokens o f pride and
    ornamental scars as things o f beauty. Other scars,
    though, mark an orc or half-orc as a former slave or
    a disgraced exile. Any half-orc who has lived among
    or near orc s has scars, whether they are marks of
    humiliation or o f pride, recounting their past exploits
    and injuries. Such a half-orc living among humans might
    display these scars proudly or hide them in shame.
    T h e M a r k o f G r u u m s h
    The one-eyed god Gruumsh created the orc s, and even
    those orc s who turn away from his w orship can’t fully
    escape his influence. The same is true o f half-orcs,
    though their human blood moderates the impact o f their
    orcish heritage. Some half-orcs hear the whispers of
    Gruumsh in their dreams, calling them to unleash the
    rage that simmers within them. Others feel Gruumsh’s
    T h e w a r c h ie f M h u r r e n r o u s e d h im s e l f f r o m h is
    sleeping-furs and his women and pulled a short hauberk
    of heavy steel rings over his thick, well-muscled torso. He
    usually rose before most of his warriors, since he had a
    strong streak of human blood in him, and he found the
    daylight less bothersome than most of his tribe did. Among
    the Bloody Skulls, a warrior was judged by his strength, his
    fierceness, and his wits. Human ancestry was no blemish
    against a warrior—provided he was every bit as strong,
    enduring, and bloodthirsty as his full-blooded kin. Halforcs
    who were weaker than their orc comrades didn't last
    long among the Bloody Skulls or any other orc tribe for
    that matter. But it was often true that a bit of human blood
    gave a warrior just the right mix of cunning, ambition, and
    self-discipline to go far indeed, as Mhurren had. He was
    master of a tribe that could muster two thousand spears,
    and the strongest chief in Thar.
    —Richard Baker, Swordmage
    exultation w hen they join in melee combat—and either
    exult along with him or shiver with fear and loathing.
    Half-orcs are not evil by nature, but evil does lurk within
    them, whether they embrace it or rebel against it.
    Beyond the rage o f Gruumsh, half-orcs feel emotion
    powerfully. Rage doesn’t just quicken their pulse, it
    makes their bodies burn. An insult stings like acid,
    and sadness saps their strength. But they laugh loudly
    and heartily, and simple bodily p leasures—feasting,
    drinking, wrestling, drumming, and wild dancing—fill
    their hearts with joy. They tend to be short-tempered
    and sometimes sullen, more inclined to action than
    contemplation and to fighting than arguing. The most
    accomplished half-orcs are those with enough selfcontrol
    to get by in a civilized land.
    T r i b e s a n d S l u m s
    Half-orcs most often live among orc s. Of the other races,
    humans are most likely to accept half-orcs, and halforcs
    almost always live in human lands when not living
    among orc tribes. Whether proving themselves among
    rough barbarian tribes or scrabbling to survive in the
    slums o f larger cities, half-orcs get by on their physical
    might, their endurance, and the sheer determination
    they inherit from their human ancestry.
    H a l f - O r c N a m e s
    Half-orcs usually have names appropriate to the culture
    in which they were raised. A half-orc who wants to fit in
    among humans might trade an orc name for a human
    name. Some half-orcs with human names decide to
    adopt a guttural orc name because they think it makes
    them more intimidating.
    Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh,
    Keth, Krusk, Mhurren, Ront, Shump, Thokk
    Female Orc Names: Baggi, Emen, Engong, Kansif,
    Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola,
    Volen, Yevelda
    H a l f - O r c T r a i t s
    Your half-orc character has certain traits deriving from
    your ore ancestry.
    hate orcs. Some are reserved, trying not to draw attention to
    themselves. A few demonstrate piety and good-heartedness
    as publicly as they can (whether or not such demonstrations
    are genuine). And some simply try to be so tough that others
    just avoid them.
    Ability Score Increase. Your Strength score
    increases by 2, and your Constitution score
    increases by 1.
    Age. Half-orcs mature a little faster than humans,
    reaching adulthood around age 14. They age
    noticeably faster and rarely live longer than 75 years.
    Alignment. Half-orcs inherit a tendency toward chaos
    from their orc parents and are not strongly inclined
    toward good. Half-orcs raised among ores and w illing
    to live out their lives among them are usually evil.
    Size. Half-orcs are somewhat larger and bulkier than
    humans, and they range from 5 to well over 6 feet tall.
    Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. Thanks to your orc blood, you have
    superior vision in dark and dim conditions. You can
    see in dim light within 60 feet o f you as if it w ere bright
    light, and in darkness as if it w ere dim light. You can't
    discern color in darkness, only shades o f gray.
    Menacing. You gain proficiency in the
    Intimidation skill.
    Relentless Endurance. When you are reduced to
    0 hit points but not k illed outright, you can drop to 1 hit
    point instead. You can’t use this feature again until you
    finish a long rest.
    Savage Attacks. When you score a critical hit with
    a melee weapon attack, you can roll one of the weapon’s
    damage dice one additional time and add it to the extra
    damage o f the critical hit.
    Languages. You can speak, read, and
    write Common and Orc . Orc is a
    harsh, grating language with
    hard consonants. It has
    no script of its own
    but is written in the
    Dwarvish script.
    Tiefling:

    “Bu t y o u d o see t h e w a y p e o p l e l o o k a t y o u ,
    devil’s child."
    Those black eyes, cold as a winter storm, were staring
    right into her heart and the sudden seriousness in his
    voice jolted her.
    “What is it they say?" he asked. “One’s a curiosity, two’s
    a conspiracy—”
    “Three's a curse,” she finished. “You think I haven’t heard
    that rubbish before?”
    “I know y o u have.” When she glared at him, he added,
    “It’s not as if I ’m plumbing the depths of your mind, dear
    girl. That is the burden of every tiefling. Some break under
    it, some make it the millstone around their neck, some
    revel in it.” He tilted his head again, scrutinizing her, with
    that wicked glint in his eyes. “You fight it, don’t you? Like
    a little wildcat, I wager. Every little jab and comment just
    sharpens your claws.”
    —Erin M. Evans, Brimstone Angels
    To be greeted with stares and whispers, to suffer
    violence and insult on the street, to see mistrust and
    fear in every eye: this is the lot o f the tiefling. And to
    twist the knife, tieflings know that this is because a
    pact struck generations ago infused the essence o f
    Asmodeus—overlord o f the Nine Hells—into their
    bloodline. Their appearance and their nature are not
    their fault but the result o f an ancient sin, for which
    they and their children and their children’s children
    will always be held accountable.
    I n f e r n a l B l o o d l i n e
    Tieflings are derived from human bloodlines, and in the
    broadest possible sense, they still look human. However,
    their infernal heritage has left a clear imprint on their
    appearance. Tieflings have large horns that take any
    o f a variety o f shapes: some have curling horns like a
    ram, others have straight and tall horns like a gazelle’s,
    and some spiral upward like an antelopes’ horns. They
    have thick tails, four to five feet long, which lash or coil
    around their legs when they get upset or nervous. Their
    canine teeth are sharply pointed, and their eyes are
    solid colors—black, red, white, silver, or gold—with no
    visible sclera or pupil. Their skin tones cover the full
    range o f human coloration, but also include various
    shades o f red. Their hair, cascading down from behind
    their horns, is usually dark, from black or brown to dark
    red, blue, or purple.
    S e l f - R e l i a n t a n d S u s p i c i o u s
    Tieflings subsist in small minorities found mostly in
    human cities or towns, often in the roughest quarters
    o f those places, where they g row up to be swindlers,
    thieves, or crime lords. Sometimes they live among
    other minority populations in enclaves where they are
    treated with more respect.
    Lacking a homeland, tieflings know that they have
    to make their own way in the w orld and that they have
    to be strong to survive. They are not quick to trust
    anyone w ho claims to be a friend, but when a tiefling’s
    companions demonstrate that they trust him or her,
    the tiefling learns to extend the same trust to them.
    And once a tiefling gives someone loyalty, the tiefling
    is a firm friend or ally for life.
    T i e f l i n g N a m e s
    Tiefling names fall into three broad categories. Tieflings
    born into another culture typically have names reflective
    o f that culture. Some have names derived from the
    Infernal language, passed down through generations,
    that reflect their fiendish heritage. And some younger
    tieflings, striving to find a place in the world, adopt a
    name that signifies a virtue or other concept and then
    try to embody that concept. For some, the chosen name
    is a noble quest. For others, it’s a grim destiny.
    Male Infernal Names: Akmenos, Amnon, Barakas,
    Damakos, Ekemon, Iados, Kairon, Leucis, Melech,
    Mordai, Morthos, Pelaios, Skamos, Therai
    Female Infernal Names: Akta, Anakis, Bryseis, Criella,
    Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia,
    Orianna, Phelaia, Rieta
    “Virtue” Names: Art, Carrion, Chant, Creed, Despair,
    Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere,
    Open, Poetry, Quest, Random, Reverence, Sorrow,
    Temerity, Torment, Weary
    Mu t u a l Mi s t r u s t
    People tend to be suspicious of tieflings, assuming that
    their infernal heritage has left its mark on their personality
    and morality, not just their appearance. Shopkeepers keep
    a close eye on their goods when tieflings enter their stores,
    the town watch might follow a tiefling around for a while,
    and demagogues blame tieflings for strange happenings.
    The reality, though, is that a tiefling’s bloodline doesn’t affect
    his or her personality to any great degree. Years of dealing
    with mistrust does leave its mark on most tieflings, and they
    respond to it in different ways. Some choose to live up to the
    wicked stereotype, but others are virtuous. Most are simply
    very aware of how people respond to them. After dealing with
    this mistrust throughout youth, a tiefling often develops the
    ability to overcome prejudice through charm or intimidation.
    T i e f l i n g T r a i t s
    Tieflings share certain racial traits as a result o f their
    infernal descent.
    Ability Score Increase. Your Intelligence score
    increases by 1, and your Charisma score increases by 2.
    Age. Tieflings mature at the same rate as humans but
    live a few years longer.
    Alignment. Tieflings might not have an innate
    tendency toward evil, but many o f them end up there.
    Evil or not, an independent nature inclines many
    tieflings toward a chaotic alignment.
    Size. Tieflings are about the same size and build as
    humans. Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. Thanks to your infernal heritage, you
    have superior vision in dark and dim conditions. You
    can see in dim light within 60 feet o f you as if it w ere
    bright light, and in darkness as if it w ere dim light. You
    can’t discern color in darkness, only shades o f gray.
    Hellish Resistance. You have resistance
    to fire damage.
    Infernal Legacy. You know the thaumaturgy cantrip.
    Once you reach 3rd level, you can cast the hellish
    rebuke spell once per day as a 2nd-level spell. Once you
    reach 5th level, you can also cast the darkness spell
    once per day. Charisma is your spellcasting ability for
    these spells.
    Languages. You can speak, read, and write Common
    and Infernal


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