Race |
Size |
Speed |
Abilities |
Skills |
Special Traits |
---|---|---|---|---|---|
Human |
M |
30 ft. |
— |
— |
Bonus feat, fast learner, |
Dwarf |
M |
20 ft. |
+2 Con, |
Dig, |
Infravision, resist poison, |
Elf |
M |
30 ft. |
+2 Dex, |
Listen, |
Low-light vision, trance, sleep |
Halfling |
S |
20 ft. |
+2 Dex, |
Camouflage, |
Avoid trouble, resist evil, sling training |
Half-Orc |
M |
30 ft. |
+2 Str, |
Climb, |
Low-light vision, resist disease, |
Starting languages. Common.
Bonus feat. Gain one extra feat of your choice at character creation.
Fast learner. You gain +10% XP from all sources.
Endurance walker. If you are forced to make endurance checks when walking or running overland (such as during a forced march or a long-distance chase), you can treat one failed endurance check as a success. After you use this ability, you cannot use it again until you complete an eight-hour rest.
Starting languages. Common, Dwarvish.
Ability score adjustments. +2 Constitution, −2 Charisma.
Skills. Each level, you gain a free skill rank in both Dig and Intuit Direction. Dwarves are accustomed to work and navigation underground.
Infravision. You can see in the dark by detecting the heat radiated from objects. Infravision does not allow you to discern colours, writing, or other details normally only conveyed by visible light. Infravision becomes fuzzy beyond a range of 60 feet, showing only the general temperature of an area.
Resist poison. You have advantage on Fortitude saving throws against poison.
Broad shoulders. Dwarves can carry far heavier burdens than their small stature would suggest. Your carrying capacity is increased by 4 slots.
Weapon training. All dwarves are proficient with battleaxes and maces.
Starting languages. Common, Elvish.
Ability score adjustments. +2 Dexterity, −2 Constitution.
Skills. Each level, you gain a free skill rank in both Listen and Spot.
Low-light vision. Elves can see twice as far as humans in conditions of dim lighting such as starlight, moonlight, or torchlight.
Trance. Elves do not sleep as other races do. Instead, they enter into a restful and meditative trance for four hours per night (which grants all the benefits of an eight-hour rest). While entranced, you remain conscious and aware of your surroundings.
Sleep immunity. Since they do not sleep, Elves are immune to magical sleep spells.
Weapon training. All elves are proficient with long swords, shortbows, and longbows.
Small size. You gain a +1 size bonus to AC and a +1 size bonus to attack. Compared to you, most other creatures are so large they are easy to hit and dodge.
Starting languages. Common.
Ability score adjustments. +2 Dexterity, −2 Strength.
Skills. Each level, you gain a free skill rank in both Camouflage and Move Silently.
Avoid trouble. Halflings gain an innate +1 bonus on all saving throws.
Resist evil. You have advantage on Will saving throws against mental domination, possession, or corruption by evil.
Stone throwing. All halflings are proficient with slings and thrown stones. In the hands of a halfling, an ordinary palm-sized stone is a thrown weapon with a range of 20/40 that deals 1d6 bludgeoning damage (plus the halfling’s Strength modifier).
Starting languages. Common, Orcish.
Ability score adjustments. +2 Strength, −2 Intelligence.
Skills. Each level, you gain a free skill rank in both Climb and Run/Jump.
Low-light vision. Half-orcs can see twice as far as humans in conditions of dim lighting such as starlight, moonlight, or torchlight.
Resist disease. You have advantage on Fortitude saving throws against disease. Many half-orcs enjoy the taste of uncooked meat, and eat it without fear of infection.
Fast recovery. When you finish an eight-hour rest, you heal an extra 1d6 hit points. Half-orcs have little fear of injury, and take pride in their battle scars.