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S h o r t a n d St o u t

B old and hardy, dw arves are kn ow n as


skilled w arriors, m iners, and w orkers
o f stone and metal. T h ough they stand
w ell under 5 feet tall, dw arves are so
broad and com pact that they can weigh
as much as a human standing nearly tw o
feet taller. Th eir cou rag e and endurance
are also easily a match for any o f
the larger folk.
D w arven skin ranges from deep brow n to a paler
hue tinged with red, but the m ost com m on sh ades are
light brow n or deep tan, like certain ton es o f earth.
Th eir hair, w orn long but in sim ple styles, is usually
black, gray, or brow n, though paler dw arves often have
red hair. M ale dw arves value their beard s highly and
g room them carefully.

L ong M em ory, L ong G rudges


D w arves can live to be m ore than 4 0 0 years old, so the
oldest living dw arves often rem em ber a very different
D warf w orld. F or exam ple, som e o f the oldest dw arves living
in Citadel Felbarr (in the w orld o f the Forgotten R ealm s)
“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 i l i a r
can recall the day, m ore than three centuries ago, w hen
voice. Bruenor Battlehammer walked up the back of his or c s con q u ered the fortress and drove them into an exile
dead foe, disregarding the fact that the heavy monster lay that lasted over 2 5 0 years. T h is longevity grants them a
perspective on the w orld that shorter-lived races such as
on top of his elven friend. In spite of the added discomfort,
hum ans and halflings lack.
the dwarf’s long, pointed, often-broken nose and gray- D w arves are solid and enduring like the m ountains
streaked though still-fiery red beard came as a welcome they love, w eathering the pa ssa ge o f centuries with stoic
sight to Drizzt. “Knew I’d fi ndy e in trouble if I came out endurance and little change. Th ey resp ect the traditions
o f their clans, tracing their an cestry ba ck to the
an' lookedfor ye!"
fou nding o f their m ost ancient stron gholds in the youth
—R. A . S a lvatore, The Crystal Shard o f the w orld, and don't abandon th ose traditions lightly.
Part o f th ose traditions is devotion to the g od s o f the
K in gdom s rich in ancient grandeur, halls carved into the dw arves, w h o uphold the dw arven ideals o f industrious
roots o f m ountains, the ech oin g o f picks and h am m ers labor, skill in battle, and devotion to the forge.
in deep m ines and blazing forges, a com m itm en t to Individual dw arves are determ ined and loyal, true to
clan and tradition, and a burning hatred o f goblins and their w ord and decisive in action, som etim es to the point
orc s —th ese co m m o n threads unite all dw arves. o f stu bborn n ess. M any dw arves have a strong sen se
o f ju stice, and they are slow to forget w ron g s they have S lo w to T r u st
suffered. A w ron g don e to one dw arf is a w ron g done to Dwarves get along passably well with most other races. “The
the d w a rf’s entire clan, so w hat begin s as on e dw arf’s difference between an acquaintance and a friend is about a
hunt for ven gean ce can b e c o m e a full-blow n clan feud. hundred years,” is a dwarf saying that might be hyperbole,
but certainly points to how difficult it can be for a member o f
C la n s a n d K in g d o m s 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
D w arven kin gdom s stretch deep beneath the m ountains an elf will do next; when the hammer meets the orc’s head,
w here the dw arves m ine gem s and preciou s m etals they’re as apt to start singing as to pull out a sword. They’re
and forge item s o f w onder. They love the beauty and flighty and frivolous. Two things to be said for them, though:
artistry o f preciou s m etals and fine jew elry, and in som e They don’t have many smiths, but the ones they have do very
dw arves this love festers into avarice. W hatever w ealth fine work. And when orcs or goblins come streaming down
they ca n ’t find in their m ountains, they gain through out o f the mountains, an elf’s good to have at your back. Not
trade. Th ey dislike boats, so enterprising hum ans and as good as a dwarf, maybe, but no doubt they hate the orcs
as much as we do.”
halflings frequently handle trade in dw arven g ood s
Halflings. “Sure, they’re pleasant folk. But show me a
along w ater routes. Trustw orthy m em bers o f other races
halfling hero. An empire, a triumphant army. Even a treasure
are w elcom e in dw arf settlem ents, though so m e areas for the ages made by halfling hands. Nothing. How can you
are off lim its even to them. take them seriously?”
T h e ch ief unit o f dw arven society is the clan, and Humans. “You take the time to get to know a human, and
dw arves highly value so cia l standing. Even dw arves by then the human’s on her deathbed. If you’re lucky, she’s
w h o live far from their ow n k in gdom s cherish their clan got kin— a daughter or granddaughter, maybe— who’s got
identities and affiliations, recog n ize related dw arves, hands and heart as good as hers. That’s when you can make
and invoke their an cestors’ n am es in oaths and curses. a human friend. And watch them go! They set their hearts on
To be clan less is the w orst fate that can befall a dwarf. something, they’ ll get it, whether it’s a dragon’s hoard or an
empire’s throne. You have to admire that kind o f dedication,
D w arves in other lands are typically artisans,
even if it gets them in trouble more often than not.”
esp ecia lly w eapon sm ith s, arm orers, and jew elers. S om e
b e c o m e m ercen a ries or bodyguards, highly sought after
for their cou rag e and loyalty.

G ods, G old, and C lan


D w a rves w h o take up the adventuring life m ight be
m otivated by a desire for treasure—for its ow n sake, for
a sp ecific p u rpose, or even out o f an altruistic desire to
help others. Other dw arves are driven by the com m a n d
or inspiration o f a deity, a direct calling or sim ply a
desire to brin g glory to on e o f the dw arf gods. Clan and
an cestry are also im portant m otivators. A d w a rf might
seek to restore a clan ’s lost honor, avenge an ancient
w ron g the clan suffered, or earn a new p lace w ithin the
clan after having been exiled. Or a dw arf m ight search
for the axe w ielded by a m ighty ancestor, lost on the field
o f battle centuries ago.
D warf N am es Tool Proficiency. You gain proficiency with the
artisan’s tools o f y ou r choice: sm ith’s tools, b rew er’s
A d w a rf’s nam e is granted by a clan elder, in a ccord a n ce supplies, or m a son ’s tools.
with tradition. Every p roper dw arven nam e has been Stonecunning. W h enever you m ake an Intelligence
u sed and reu sed dow n through the generations. A (H istory) ch eck related to the origin o f stonew ork, you
d w a rf’s n am e b elon g s to the clan, not to the individual. are con sid ered proficient in the H istory skill and add
A dw arf w h o m isu ses or brings sham e to a clan nam e double your p roficiency bon u s to the check, instead o f
is stripped o f the nam e and forbidden by law to use any your n orm al proficiency bonus.
dw arven nam e in its place. Languages. You can speak, read, and w rite C om m on
M ale Names: Adrik, A lberich, Baern, Barendd, Brottor, and D w arvish. D w arvish is full o f hard con son a n ts and
Bruenor, Dain, Darrak, D elg, Eberk, Einkil, Fargrim , guttural sou n ds, and th ose characteristics spill over into
Flint, Gardain, Harbek, Kildrak, M orgran, Orsik, w hatever other language a dw arf m ight speak.
Oskar, R angrim , Rurik, Taklinn, Thoradin, Thorin, Subrace. T w o m ain su braces o f dw arves populate the
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal w orld s o f D &D: hill dw arves and m ountain dw arves.
Female Names: Am ber, Artin, Audhild, Bardryn, C h oose on e o f these subraces.
Dagnal, D iesa, Eldeth, Falkrunn, Finellen, G unnloda,
H il l D w arf
G urdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
M ardred, R isw ynn, Sannl, Torbera, Torgga, Vistra A s a hill dwarf, you have keen sen ses, deep intuition,
Clan Names: Balderk, Battleham m er, Brawnanvil, and rem arkable resilience. T h e gold dw arves o f Faerun
Dankil, Fireforge, Frostbeard, G orunn, H olderhek, in their m ighty southern k ingdom are hill dw arves, as
Ironfist, Loderr, Lutgehr, R um naheim , Strakeln, are the exiled Neidar and the d eb a sed K lar o f K rynn in
Torunn, Ungart the D ragon lan ce setting.
Ability Score Increase. Your W isd om score
D w arf T r aits in creases by 1.
Dwarven Toughness. Y our hit point m axim um
Your dw arf character has an assortm ent o f inborn
in creases by 1, and it in creases by 1 every tim e you
abilities, part and parcel o f dw arven nature.
gain a level.
Ability Score Increase. Your Constitution sco re
in creases by 2. M o u n t a in D w arf
Age. D w a rves m ature at the sa m e rate as hum ans, but A s a m ountain dwarf, you're stron g and hardy,
they’re con sid ered y ou n g until they reach the age o f 50. a ccu stom ed to a difficult life in rugged terrain. You’re
On average, they live about 35 0 years. probably on the tall side (for a dw arf), and tend tow ard
Alignment. M ost dw arves are lawful, believing firmly lighter coloration. The shield dw arves o f northern
in the benefits o f a w ell-ordered society. Th ey tend Faerun, as w ell as the ruling Hylar clan and the noble
tow ard g o o d as w ell, with a stron g sen se o f fair play and D aew ar clan o f D ragon lance, are m ountain dw arves.
a b elief that everyone deserv es to share in the benefits o f Ability Score Increase. Your Strength sco re
a ju st order. in creases by 2.
Size. D w a rves stand b etw een 4 and 5 feet tall and Dwarven Armor Training. You have proficiency w ith
average about 150 pou nds. Your size is M edium . light and m edium armor.
Speed. Your b a se w alk in g sp eed is 25 feet. Your
sp eed is not redu ced by w earin g heavy armor.
D uergar
Darkvision. A ccu stom ed to life underground, you
In cities deep in the Underdark live the duergar, or gray
have su perior vision in dark and dim condition s. You
dwarves. These vicious, stealthy slave traders raid the surface
can see in dim light w ithin 6 0 feet o f you as if it w ere
world for captives, then sell their prey to the other races of
bright light, and in darkness as if it w ere dim light. You the Underdark. They have innate magical abilities to become
ca n ’t d iscern color in darkness, only shades o f gray. invisible and to temporarily grow to giant size.
Dwarven Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce against
p oison dam age (explained in chapter 9).
Dwarven Combat Training. You have proficiency
w ith the battleaxe, handaxe, th row in g hamm er,
and w arham m er.
E lf
“ I HAVE N EVER IM A G IN E D SU C H B E A U T Y E X ISTE D ,”

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 glisten-
ing spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swoopingfrom 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.
—M a rg a ret W eis & T ra cy H ick m a n ,
Dragons of Autumn Twilight

Elves are a m agical p eop le o f otherw orldly grace, living fem ales are about the sam e height, and m ales are only
in the w orld but not entirely part o f it. They live in m arginally heavier than fem ales.
p la ces o f ethereal beauty, in the m idst o f ancient forests E lves’ coloration en com p a sses the norm al hum an
or in silvery sp ires glittering w ith faerie light, w here range and also includes skin in sh ades o f copper,
soft m usic drifts through the air and gentle fragrances bron ze, and alm ost bluish-white, hair o f green or blue,
w aft on the breeze. Elves love nature and m agic, art and eyes like p o o ls o f liquid gold or silver. Elves have no
and artistry, m usic and poetry, and the g o o d things facial and little b od y hair. Th ey favor elegant cloth in g in
o f the world. bright colors, and they enjoy sim ple yet lovely jew elry.

Slender an d G racefu l A T im eless P e r spe ctiv e


W ith their unearthly grace and fine features, elves Elves can live w ell over 700 years, giving them a broad
appear hauntingly beautiful to hum ans and m em bers perspective on events that might trouble the shorter-
o f m any other races. They are slightly shorter than lived races m ore deeply. Th ey are m ore often am used
hum ans on average, ranging from w ell under 5 feet than excited, and m ore likely to be cu riou s than
tall to just over 6 feet. T h ey are m ore slender than greedy. They tend to rem ain a lo o f and unfazed by petty
hum ans, w eigh in g only 100 to 145 pou nds. M ales and happenstance. W h en pursuing a goal, however, w hether
adventuring on a m ission or learning a n ew skill or art, to do so. S o m e might jo in with rebels fighting against
elves can be focu sed and relentless. They are slow to oppression , and others m ight b e c o m e cham pion s o f
m ake friends and en em ies, and even slow er to forget m oral cau ses.
them. T h ey reply to petty insults w ith disdain and to
seriou s insults with vengean ce. E lf N am es
Like the bran ches o f a youn g tree, elves are flexible
E lves are con sid ered children until they declare
in the face o f danger. T h ey trust in diplom acy and
them selves adults, so m e tim e after the hundredth
com p rom ise to resolve differences b efore they escalate
birthday, and before this p eriod they are called
to violence. T h ey have been kn ow n to retreat from
by child nam es.
intrusions into their w ood la n d h om es, confident
On declarin g adulthood, an elf selects an adult nam e,
that they can sim ply w ait the invaders out. But w hen
although th ose w h o k n ew him or her as a youngster
the n eed arises, elves reveal a stern m artial side,
m ight continue to u se the child nam e. E ach e lf’s adult
dem onstrating skill w ith sw ord, bow , and strategy.
nam e is a unique creation, though it m ight reflect
the n am es o f resp ected individuals or other fam ily
H id d en W o o d l a n d R e a lm s
m em bers. Little distinction exists betw een m ale
M ost elves dwell in sm all forest villages hidden am ong n am es and fem ale nam es; the grou pin gs h ere reflect
the trees. Elves hunt gam e, gather food, and grow only general tendencies. In addition, every elf bears a
vegetables, and their skill and m agic allow them to fam ily nam e, typically a com bination o f other Elvish
support th em selves w ithout the n eed for clearin g and w ords. S om e elves traveling am ong hum ans translate
p low in g land. They are talented artisans, crafting finely their fam ily n am es into C om m on , but others retain the
w ork ed cloth es and art objects. Their contact with Elvish version.
outsiders is usually lim ited, though a few elves m ake a
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil.
g o o d living by trading crafted item s for m etals (w hich
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
they have n o interest in m ining).
Syllin, Thia, Vall
Elves en cou ntered outside their ow n lands are
Male Adult Names: Adran, Aelar, A ram il, A rannis,
com m on ly traveling m instrels, artists, or sages. H um an
Aust, B eiro, Berrian, C arric , Enialis, Erdan, Erevan,
n obles com p ete for the serv ices o f elf instructors to
G alinndan, Hadarai, Heian, H im o, Im m eral, Ivellios,
teach sw ordplay or m agic to their children.
Laucian, M indartis, Paelias, Peren, Q uarion, Riardon,
R olen, S oveliss, Tham ior, Tharivol, Theren, Varis
E x plo r a tio n a n d A d ven tu r e
Elves take up adventuring out o f w anderlust. S in ce
they are s o long-lived, they can enjoy centuries o f
exploration and discovery. They dislike the p a ce o f
hum an society, w hich is regim ented from day to day but
constantly changin g over d ecades, s o they find careers
that let them travel freely and set their ow n pace. Elves
also enjoy exercisin g their m artial p row ess or gaining
greater m agical pow er, and adventuring allow s them
H a u g h t y b u t G r a c io u s Trance. Elves d on ’t n eed to sleep. Instead, they
Although they can be haughty, elves are generally gracious meditate deeply, rem aining sem icon sciou s, for 4
even to those who fall short of their high expectations— hours a day. (The C om m on w ord for such m editation
which is most non-elves. Still, they can find good in just is “trance.”) W h ile meditating, you can dream after a
about anyone. fashion; such dream s are actually m ental ex ercises that
Dwarves. “ Dwarves are dull, clumsy oafs. But what they have b e c o m e reflexive through years o f practice. After
lack in humor, sophistication, and manners, they make up in resting in this way, you gain the sa m e benefit that a
valor. And I must admit, their best smiths produce art that
hum an d oes from 8 hours o f sleep.
approaches elven quality.”
Languages. You can speak, read, and w rite C om m on
Halflings. “ Halflings are people o f simple pleasures, and
and Elvish. Elvish is fluid, w ith subtle intonations 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 intricate gram m ar. Elven literature is rich and varied,
themselves tougher than they seem when the need arises." and their son g s and p oem s are fam ous am ong other
Humans. “All that haste, their ambition and drive to races. M any bards learn their language s o they can add
accomplish something before their brief lives pass away— Elvish ballads to their repertoires.
human endeavors seem so futile sometimes. But then Subrace. Ancient divides am ong the elven people
you look at what they have accomplished, and you have to resulted in three m ain subraces: high elves, w o o d elves,
appreciate their achievements. If only they could slow down and dark elves, w h o are com m on ly called drow. C h oose
and learn some refinement.”
on e o f th ese subraces. In som e w orlds, th ese su braces
are divided still further (such as the sun elves and m oon
Female Adult Names: Adrie, Althaea, Anastrianna, elves o f the Forgotten R ealm s), s o if you w ish, you can
Andraste, Antinua, Bethrynna, Birel, Caelynn, c h o o s e a narrow er subrace.
D rusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna, H ig h E lf
Quillathe, Sariel, Shanairra, Shava, Silaqui, A s a high elf, you have a keen m ind and a m astery o f
Theirastra, Thia, Vadania, Valanthe, X anaphia at least the ba sics o f m agic. In m any o f the w orlds
Family Nam es (Comm on Translations): A m akiir o f D&D, there are tw o kinds o f high elves. One type
(G em flow er), A m astacia (Starflow er), G alanodel (w hich includes the gray elves and valley elves o f
(M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir Greyhawk, the Silvanesti o f D ragon lance, and the
(G em blossom ), Liadon (Silverfrond), M eliam ne sun elves o f the Forgotten R ealm s) is haughty and
(O akenheel), Nai'lo (Nightbreeze), S ian nodel reclusive, believing them selves to be su perior to
(M oon brook ), X iloscien t (G oldpetal) non-elves and even other elves. T h e other type
(including the high elves o f G reyhawk. the
E lf T r aits Q ualinesti o f D ragon lance, and the m oon elves
Your elf character has a variety o f natural abilities, the o f the Forgotten R ealm s) are m ore com m on
result o f th ou san ds o f years o f elven refinem ent. and m ore friendly, and often en cou ntered
Ability Score Increase. Your Dexterity s co re am ong hum ans and other races.
in creases by 2. T h e sun elves o f Faerun (also called gold
Age. A lthough elves reach physical maturity at about elves or sunrise elves) have b ron ze skin and
the sam e age as hum ans, the elven understanding o f hair o f copper, black, or golden blond. Their
adulthood g o e s beyon d physical grow th to en com p ass eyes are golden, silver, or black. M oon elves (also
w orldly experience. A n elf typically claim s adulthood called silver elves or gray elves) are m uch paler,
and an adult nam e around the age o f 100 and can live w ith alabaster skin som etim es tinged w ith blue.
to be 750 y ears old. They often have hair o f silver-white, black, or blue,
Alignment. Elves love freedom , variety, and self- but various sh ades o f blond, brow n, and red are
expression , so they lean strongly tow ard the gentler not u n com m on . T h eir eyes are blue or green and
aspects o f chaos. Th ey value and protect others' flecked w ith gold.
freedom as w ell as their ow n, and they are m ore Ability Score Increase. Your Intelligence score
often g o o d than not. T h e d row are an exception; their in creases by 1.
exile into the U nderdark has m ade them vicious and E lf Weapon Training. You have proficiency with
dangerous. D row are m ore often evil than not. the lon gsw ord, shortsw ord, shortbow , and longbow .
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Darkvision. A ccu stom ed to twilit forests and the night
sky, you have su perior vision in dark and dim conditions.
You can see in dim light w ithin 6 0 feet o f you as if it
w ere bright light, and in dark n ess as if it w ere dim light.
You ca n ’t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
P erception skill.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n ’t put you to sleep.
Cantrip. You k n ow one cantrip o f your ch oice from D a r k E lf (D row )
the w izard spell list. Intelligence is your spellcastin g D escen d ed from an earlier su brace o f dark-skinned
ability for it. elves, the d row w ere banished from the su rface w orld
Extra Language. You can speak, read, and w rite one for follow in g the g o d d e ss Lolth dow n the path to
extra language o f your choice. evil and corruption. N ow they have built their ow n
civilization in the depths o f the Underdark, patterned
W ood E lf after the W ay o f Lolth. A lso called dark elves, the drow
A s a w o o d elf, you have keen se n se s and intuition, and have black skin that resem b les polish ed obsidian and
your fleet feet carry you quickly and stealthily through stark w hite or pale y ellow hair. Th ey com m on ly have
your native forests. T h is category includes the w ild very pale eyes (so pale as to b e m istaken for white) in
elves (grugach) o f G reyhaw k and the K agonesti o f sh ades o f lilac, silver, pink, red, and blue. Th ey tend to
D ragon lance, as w ell as the races called w o o d elves in be sm aller and thinner than m ost elves.
G reyhaw k and the Forgotten R ealm s. In Faerun, w o o d D row adventurers are rare, and the race d o e s not exist
elves (also called w ild elves, green elves, or forest elves) in all w orlds. C h eck with your D u n geon M aster to see
are reclusive and distrusting o f non-elves. if you can play a d row character.
W o o d elves’ skin tends to be cop p erish in hue, Ability Score Increase. Your C harism a score
som etim es with traces o f green. Th eir hair tends tow ard in creases by 1.
b row n s and blacks, but it is occa sion ally blond or Superior Darkvision. Your darkvision has a
cop p er-colored . T heir eyes are green, brow n, or hazel. radius o f 120 feet.
Ability Score Increase. Your W isd om score Sunlight Sensitivity. You have disadvantage on attack
in creases by 1. rolls and on W isd om (P erception ) ch eck s that rely on
E lf Weapon Training. You have proficiency w ith the sight w hen you, the target o f your attack, or w hatever
longsw ord, sh ortsw ord, shortbow , and longbow . you are trying to perceive is in direct sunlight.
Fleet o f Foot. Your ba se w alking speed Drow Magic. You k n ow the dancing lights cantrip.
in creases to 35 feet. W h en you reach 3rd level, you can cast the faerie fire
Mask o f the Wild. You can attempt to hide even w hen spell on ce p er day. W h en you reach 5th level, you can
you are only lightly o b scu red by foliage, heavy rain, also cast the darkness spell on ce per day. C harism a is
falling snow , mist, and other natural phenom ena. your sp ellcastin g ability for these spells.
Drow Weapon Training. You have proficiency with
rapiers, sh ortsw ords, and hand crossb ow s.

T he Da r k n ess o f t h e D row
Were it not for one renowned exception, the race o f drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths o f 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 o f entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world o f the
Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has
proven his quality as a good-hearted defender o f 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 o f 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 o f hatred.
liv e s : a p lace to s e ttle in p e a ce and quiet, far from
m arauding m on sters and clashing arm ies; a blazing fire
and a generous m eal; fine drink and fine conversation.
T hough som e halflings live out their days in rem ote
agricultural com m u n ities, others form n om ad ic bands
that travel constantly, lured by the open road and the
w ide h orizon to d iscov er the w on d ers o f n ew lands and
peop les. But even th ese w an derers love p ea ce, food,
hearth, and hom e, though h om e m ight be a w agon
jostlin g along an dirt road or a raft floating dow nriver.

Sm all an d P r a c t i c a l
T h e dim inutive halflings survive in a w orld full o f larger
creatu res by avoiding n otice or, barring that, avoiding
offense. Standing about 3 feet tall, they appear relatively
h arm less and s o have m anaged to survive for centuries
in the sh ad ow o f em pires and on the edg es o f w ars and
political strife. They are in clined to be stout, w eighing
betw een 40 and 45 pounds.
H alflings’ skin ran ges from tan to pale with a ruddy
cast, and their hair is usually b row n or sandy brow n
and wavy. T h ey have brow n or h azel eyes. H alfling m en
often sport lon g sideburns, but bea rd s are rare am ong
them and m ustaches even m ore so. They like to w ear
H a l f l in g sim ple, com fortable, and practical clothes, favoring
R e g is t h e h a l f l i n g , t h e o n l y o n e o f h is k in d f o r bright colors.
H alfling practicality extends beyon d their clothing.
hundreds of miles in any direction, locked hisfingers be-
T h ey ’re c on cern ed w ith basic n eed s and sim ple
hind his head and leaned back against the mossy blanket p leasu res and have little u se for ostentation. Even the
of the tree trunk. Regis was short, even by the standards w ealthiest o f halflings keep their treasures lock ed in a
of his diminutive race, with thefluff o f his curly brown cellar rather than on display for all to see. Th ey have
a knack for finding the m ost straightforw ard solution
locks barely cresting the three-foot mark, but his belly was
to a problem , and have little patience for dithering.
amply thickened by his love of a good meal, or several, as
the opportunities presented themselves. The crooked stick K in d a n d C u r io u s
that served as his fishing pole rose up above him, clenched H alflings are an affable and cheerful people. They
between two of his toes, and hung out over the quiet lake, cherish the bon ds o f fam ily and friendship as well
as the com forts o f hearth and hom e, h arboring few
mirrored perfectly in the glassy surface o f Maer Dualdon.
dream s o f gold or glory. Even adventurers am ong
—R.A. S a lvatore, The Crystal Shard them usually venture into the w orld for reason s o f
A ffa b le a n d Po s it iv e
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 o f a wonderful dream.
But there’s no telling what’s going on behind their smiling
com m unity, friendship, w anderlust, or curiosity. They faces— surely more than they ever let on.”
love d iscoverin g n ew things, even sim ple things, such Humans. “ Humans are a lot like us, really. At least some
as an exotic fo o d or an unfam iliar style o f clothing. o f them are. Step out of the castles and keeps, go talk to the
H alflings are easily m oved to pity and hate to see any farmers and herders and you’ ll find good, solid folk. Not that
living thing suffer. Th ey are generous, happily sharing there’s anything wrong with the barons and soldiers— you
have to admire their conviction. And by protecting their own
w hat they have even in lean tim es.
lands, they protect us as well.”

B lend in to th e C row d
H alflings are adept at fitting into a com m u n ity o f
Ex plo r in g O ppo r tu n ities
hum ans, dw arves, or elves, m aking them selves valuable H alflings usually set out on the adventurer’s path to
and w elcom e. T h e com bination o f their inherent stealth defend their com m u n ities, support their friends, or
and their u nassum ing nature helps halflings to avoid explore a w id e and w onder-filled w orld. For them,
unw anted attention. adventuring is less a career than an opportunity or
H alflings w ork readily w ith others, and they are loyal som etim es a necessity.
to their friends, w hether halfling or oth erw ise. Th ey can
display rem arkable ferocity w hen their friends, fam ilies, H alflin g N am es
or com m u n ities are threatened.
A halfling has a given nam e, a fam ily nam e, and possibly
a nicknam e. Fam ily n am es are often n ick n am es that
Pa s t o r a l P l e a s a n t r i e s
stuck so tenaciously they have been p a ssed dow n
M ost halflings live in sm all, p ea cefu l com m u n ities with through the generations.
large farm s and w ell-kept groves. They rarely build
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
kin gdom s o f their ow n or even hold m uch land beyond
Finnan, Garret, Lindal, Lyle, M erric, M ilo, O sborn,
their quiet shires. T h ey typically don ’t r ecog n ize any
Perrin, R eed, R o s co e , W ellby
sort o f halfling nobility or royalty, instead look in g to
Female Names: Andry, Bree, Callie, Cora, Euphem ia,
fam ily elders to guide them. Fam ilies preserve their
Jillian, Kithri, Lavinia, Lidda, Merla, N edda, Paela,
traditional w ays despite the rise and fall o f em pires.
Portia, Seraphina, Shaena, Trym , Vani, Verna
M any h alflings live am ong other races, w h ere the
Family Names: Brushgather, G oodbarrel, G reenbottle,
halflings’ hard w ork and loyal ou tlook offer them
High-hill, Hilltopple, Leagallow , Tealeaf, T horngage,
abundant rew ards and creature com forts. S o m e halfling
T osscob ble, U nderbough
com m u n ities travel as a w ay o f life, driving w ag on s or
guiding boats from pla ce to place and m aintaining no
perm anent hom e.
H a l f l in g T r aits Languages. You can speak, read, and w rite C om m on
and Halfling. T h e H alfling language isn’t secret, but
Your halfling character has a num ber o f traits in
h alflings are loath to share it w ith others. Th ey write
co m m o n with all other halflings.
very little, so they don ’t have a rich b od y o f literature.
Ability Score Increase. Y our D exterity sco re T h eir oral tradition, however, is very strong. A lm ost all
in creases by 2.
h alflings sp ea k C om m on to con verse w ith the p eople
Age. A halfling reach es adulthood at the age of in w h ose lands they dw ell or through w h ich they
20 and generally lives into the m iddle o f his or her
are traveling.
se co n d century.
Subrace. The tw o m ain kinds o f halfling, lightfoot and
Alignment. M ost halflings are law ful g ood. A s a rule, stout, are m ore like closely related fam ilies than true
they are good-hearted and kind, hate to see others in
su braces. C h oose on e o f these subraces.
pain, and have n o tolerance for op pression . Th ey are
also very orderly and traditional, leaning heavily on L ig h t f o o t
the support o f their com m u n ity and the com fort o f A s a lightfoot halfling, you can easily hide from notice,
their old ways. even using other p eop le as cover. Y ou’re inclined to be
Size. H alflings average about 3 feet tall and w eigh affable and get along w ell with others. In the Forgotten
about 40 pou nds. Your size is Sm all. R ealm s, lightfoot halflings have spread the farthest and
Speed. Your base w alkin g sp eed is 25 feet. thus are the m ost co m m o n variety.
Lucky. W h en you roll a 1 on an attack roll, ability L ightfoots are m ore prone to w anderlust than other
check, or saving throw, you can reroll the die and must halflings, and often dw ell alongside other races or take
u se the n ew roll. up a n om adic life. In the w orld o f G reyhawk, th ese
Brave. You have advantage on saving throw s against halflings are called hairfeet or tallfellows.
bein g frightened. Ability Score Increase. Your C harism a score
Halfling Nimbleness. You can m ove through the in creases by 1.
sp ace o f any creature that is o f a size larger than yours. Naturally Stealthy. You can attempt to hide even
w hen you are ob scu red only by a creature that is at least
o n e size larger than you.

St o u t
A s a stout halfling, you ’re hardier than average and have
so m e resistan ce to p oison . S o m e say that stouts have
dw arven blood. In the Forgotten R ealm s, th ese halflings
are called stronghearts, and they’re m ost com m on
in the south.
Ability Score Increase. Your Constitution sco re
in creases by 1.
Stout Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce
against p oison dam age.
Human
T h e s e 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 sangfrom 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 theseyellowed pages were tales of
bold heroes, strange andfierce animals, mighty primitive gods,
and a magic that was part and fabric of that distant land.
—E lain e C u n n in g h a m , Daughter of the Drow

In the reck on in gs o f m ost w orlds, hum ans are the


youngest o f the co m m o n races, late to arrive on the
w orld scen e and short-lived in com p a rison to dw arves,
elves, and dragons. Perhaps it is b eca u se o f their shorter
lives that they strive to achieve as m uch as they can in
the y ears they are given. Or m aybe they feel they have
som eth in g to prove to the elder races, and that’s w hy
they build their m ighty em pires on the foundation o f
con q u est and trade. W hatever drives them, hum ans
are the innovators, the achievers, and the pion eers V a r ie t y in A l l T h i n g s
o f the w orlds.
H um ans are the m ost adaptable and am bitious p eople
am ong the com m on races. Th ey have w idely varying
A Broad Spectrum
tastes, m orals, and custom s in the m any different lands
W ith their penchant for m igration and conquest, w here they have settled. W h en they settle, though,
hum ans are m ore physically diverse than other com m on they stay: they build cities to last for the ages, and
races. T h ere is n o typical hum an. A n individual can great kin gdom s that can persist for long centuries. A n
stand from 5 feet to a little over 6 feet tall and w eigh individual hum an m ight have a relatively short life span,
from 125 to 250 pou nd s. H um an skin sh ades range but a hum an nation or culture p reserves traditions
from nearly black to very pale, and hair c o lo rs from w ith origins far beyon d the reach o f any single hum an’s
black to blond (curly, kinky, or straight); m ales might m em ory. They live fully in the present—m akin g them
sp ort facial hair that is sp arse or thick. A lot o f hum ans w ell suited to the adventuring life—but also plan for the
have a dash o f nonhum an blood, revealing hints o f elf, future, striving to leave a lasting legacy. Individually and
o r c , or other lineages. H um ans reach adulthood in their as a group, hum ans are adaptable opportunists, and
late teens and rarely live even a single century. they stay alert to changin g political and socia l dynam ics.
E v 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 o f 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 o f 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 parents give their children n am es from other languages,
like intruders, and you’ll as likely be bewitched as peppered such as D w arvish or Elvish (p ron ou n ced m ore or less
with arrows. Still, if an elf can get past that damned racial correctly), but m ost parents give n am es that are linked
pride and actually treat you like an equal, you can learn a lot
to their region ’s culture or to the n am ing traditions o f
from them.”
their ancestors.
Halflings. "It’s hard to beat a meal in a halfling home, as
The material culture and physical characteristics
long as you don’t crack your head on the ceiling— good food
and good stories in front o f a nice, warm fire. If halflings had o f hum ans can change w ildly from region to region.
a shred o f ambition, they might really amount to something.” In the Forgotten R ealm s, for exam ple, the clothing,
architecture, cuisine, m usic, and literature are different
in the northw estern lands o f the Silver M arch es than
L a s t in g In s t it u t io n s in distant Turm ish or Im piltur to the east—and even
W h ere a single elf or dw arf m ight take on the m ore distinctive in far-off Kara-Tur. H um an physical
respon sibility o f guarding a sp ecia l location or a characteristics, though, vary accord in g to the ancient
pow erfu l secret, hum ans found sacred orders and m igrations o f the earliest hum ans, s o that the hum ans
institutions for such p u rp oses. W h ile dw arf clans and o f the Silver M arch es have every p ossib le variation o f
halfling elders pass on the ancient traditions to each coloration and features.
n ew generation, hum an tem ples, governm ents, libraries, In the Forgotten R ealm s, nine hum an ethnic groups
and c o d e s o f law fix their traditions in the b e d ro ck o f are w idely r ecog n ized , though over a d ozen others are
history. H um ans dream o f im m ortality, but (except for found in m ore localized areas o f Faerun. T h ese groups,
th ose few w h o seek undeath or divine ascen sion to and the typical n am es o f their m em bers, can be u sed as
esca p e death’s clutches) they achieve it by en su ring that inspiration no m atter w hich w orld your hum an is in.
they w ill be rem em b ered w hen they are gone.
C a l is h it e
Although som e hum ans ca n b e xenoph obic, in
Sh orter and slighter in build than m ost other hum ans,
general their societies are inclusive. H um an lands
Calishites have dusky brow n skin, hair, and eyes.
w elcom e large num bers o f nonh u m an s com pa red to the
T h ey’re found prim arily in southw est Faerun.
p roportion o f hum ans w h o live in nonhum an lands.
Calishite Names: (M ale) Aseir, Bardeid, Haseid,
Ex em plar s of A m bitio n K hem ed, M ehm en, Sudeim an, Z asheir; (female)
H um ans w h o seek adventure are the m ost daring and Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira,
am bitious m em bers o f a daring and am bitious race. Zasheida; (surnam es) Basha, D um ein, Jassan, Khalid,
Th ey seek to earn glory in the eyes o f their fellow s M ostana, Pashar, Rein
by am assin g pow er, w ealth, and fam e. M ore than
C hondathan
other people, hum ans cham pion cau ses rather than
Chondathans are slender, tawny-skinned folk with
territories or groups.
brow n hair that ranges from alm ost blond to alm ost
black. M ost are tall and have green or brow n eyes,
H u m a n N am es a n d Eth n icitie s
but these traits are hardly universal. H um ans o f
Having s o m uch m ore variety than other cultures, Chondathan d escen t dom inate the central lands o f
hum ans as a w hole have no typical nam es. S o m e hum an Faerun. around the Inner Sea.
Chondathan Names: (M ale) Darvin, D orn, Evendur, Sh o u
G orstag, Grim , H elm , Malark, M orn, Randal, Th e Sh ou are the m ost num erou s and pow erfu l ethnic
Stedd; (fem ale) A rveen e, Esvele, Jhessail, Kerri, group in Kara-Tur, far to the east o f Faerun. T h ey are
Lureene, Miri, R ow an, Shandri, Tessele; (surnam es) yellow ish -bron ze in hue, with black hair and dark
A m blecrow n , B uckm an, D undragon, E venw ood, eyes. S h ou su rnam es are usually presented before
G reycastle, Tallstag the given nam e.

Dam aran Shou Names: (M ale) An, Chen, Chi, Fai, Jiang, Jun,
Found prim arily in the n orthw est o f Faerun, D am arans Lian, Long, M eng, On, Shan, Shui, W en; (female)
are o f m oderate height and build, w ith skin hues Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnam es)
ranging from tawny to fair. Th eir hair is usually brow n Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
or black, and their eye c o lo r varies widely, though brow n Sum , Tan, W an
is m ost com m on .
T e t h y r ia n
Damaran Names: (M ale) Bor, Fodel, Glar, Grigor, W id espread along the entire S w ord C oast at the
Igan, Ivor, K osef, Mival, Orel, Pavel, S ergor; (female) w estern edge o f Faerun, Tethyrians are o f m edium build
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, and height, w ith dusky skin that tends to g row fairer
Zora; (surnam es) Bersk, Chernin, Dotsk, Kulenov, the farther north they dwell. Their hair and eye color
M arsk, N em etsk, Shem ov, Starag varies widely, but brow n hair and blue eyes are the m ost
com m on . Tethyrians prim arily use C hondathan nam es.
Illu sk a n
Illuskans are tall, fair-skinned folk with blue or steely Tu ram i
gray eyes. M ost have raven-black hair, but those w ho Native to the southern sh ore o f the Inner S ea , the
inhabit the extrem e northwest have blond, red, or Turami p eop le are generally tall and m uscular, with
light brow n hair. dark m ahogany skin, curly black hair, and dark eyes.
Illuskan Names: (M ale) Ander, Blath, Bran, Frath, Turami Names: (M ale) Anton, D iero, M arcon, Pieron,
Geth, Lander, Luth, M alcer, Stor, Taman, Urth; R im ardo, R om ero, Salazar, U m bero; (fem ale) Balam a,
(fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga, D ona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Silifrey, W estra; (surnam es) B rightw ood, Helder, Vonda; (surnam es) A gosto, A storio, Calabra, D om ine,
H ornraven, Lackm an, Storm w ind, W indrivver Falone, M arivaldi, Pisacar, R a m on d o

M ulan
H um an T r a it s
D om inant in the eastern and southeastern sh ores o f
the Inner Sea, the Mulan are generally tall, slim , and It’s hard to m ake generalizations about hum ans, but
am ber-skinned, with eyes o f hazel or brow n. T heir hair your hum an character has th ese traits.
ranges from black to dark brow n, but in the lands w here Ability Score Increase. Your ability sc o r e s each
in crease by 1.
the M ulan are m ost prom inent, n obles and m any other
Mulan shave o ff all their hair. Age. H um ans reach adulthood in their late teens and
live less than a century.
Mulan Names: (M ale) Aoth, Bareris, Ehput-Ki, Alignment. H um ans tend tow ard no
Kethoth, M um ed, R am as, So-K ehur, T hazar-D e, particular alignm ent. T h e best and the w orst are
Urhur; (female) Arizim a, Chathi, Nephis, Nulara, found am ong them.
Murithi, S efris, Thola, Umara, Z olis; (surnam es) Size. H um ans vary w idely in height and build, from
Ankhalab, Anskuld, Fezim , Hahpet, Nathandem, barely 5 feet to w ell over 6 feet tall. R egardless o f your
Sepret, Uuthrakt position in that range, your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
R ash em i
Languages. You can speak, read, and write C om m on
M ost often found east o f the Inner S e a and often
and on e extra language o f your ch oice. H um ans typically
interm ingled with the M ulan, R a sh em is tend to b e short,
learn the languages o f other p eop les they deal with,
stout, and m uscular. They usually have dusky skin, dark
including o b scu re dialects. They are fond o f sprinkling
eyes, and thick black hair.
their sp eech w ith w ord s b orrow ed from other tongues:
Rashem i Names: (M ale) Borivik, Faurgar, Jandar, O rc cu rses, Elvish m usical expression s, D w arvish
Kanithar, M adislak, R alm evik, Shaum ar, Vladislak; m ilitary phrases, and so on.
(fem ale) Fyevarra, H ulm arra, Im m ith, Imzel,
Navarra, Shevarra, Tam mith. Yuldra; (surnam es) Va r ia n t H u m a n T r a it s
Chergoba, D yernina, Iltazyara, Murnyethara, If your campaign uses the optional feat rules from chapter 5,
Stayanoga, U lm okina your Dungeon Master might allow these variant traits, all of
which replace the human’s Ability Score Increase trait.
father’sface 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’sface. But the shift of scales, the arch of a
ridge, the set of his eyes, the gape of his teeth—herfather's
face spoke volumes.
But every scale of it, this time, seemed completely still—
the indifference of a dragon, even to Farideh.
—E rin M . Evans, The Adversary

B orn o f dragons, as their nam e p roclaim s, the


dragonborn w alk proudly through a w orld that greets
them with fearful in com prehen sion . S h a ped by d racon ic
g od s or the dragons them selves, dragonborn originally
hatched from dragon eggs as a unique race, com bin in g
the best attributes o f dragons and hum anoids. S o m e
dragonborn are faithful servants to true dragons, others
form the ranks o f soldiers in great w ars, and still others
find them selves adrift, with no clear calling in life.

P r o u d D r a g o n K in
D ragon born look very m uch like dragons standing erect
in hum anoid form , though they lack w in gs or a tail. The
first dragonborn had sca les o f vibrant hues m atching
D ragonborn the colors o f their dragon kin, but generations o f
H e r f a t h e r s t o o d o n t h e f i r s t o f t h e t h r e e s t a ir s interbreeding have created a m ore uniform appearance.
Their sm all, fine sca les are usually brass or bron ze
that led down from the portal, unmoving. The scales of his
in color, som etim es ranging to scarlet, rust, gold, or
face had grown paler around the edges, but Clanless Mehen copper-green. T h ey are tall and strongly built, often
still looked as if he could wrestle down a dire bear him- standing clo se to 6 1/2 feet tall and w eigh in g 3 0 0 pou nds
self. Hisfamiliar well-worn armor was gone, replaced by or m ore. T heir hands and feet are strong, talonlike
claw s w ith three fingers and a thum b on each hand.
violet-tinted scale armor with bright silvery tracings. There
T h e b lood o f a particular type o f dragon runs
was a blazon on his arm as well, the mark of some foreign very strong through so m e dragonborn clans. T h ese
house. The sword at his back was the same, though, the one dragonborn often boast sca les that m ore closely m atch
th ose o f their dragon a n cestor—bright red, green, blue,
he had carried since even before he hadfound the twins left
or white, lustrous black, or gleam ing m etallic gold,
in swaddling at the gates o f Arush Vayem. silver, brass, copper, or bronze.
U n c o m m o n Ra ces
The dragonborn and the rest o f 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.
Self-S u fficien t C lan s In the cosmopolitan cities o f the D&D multiverse, most
people hardly look twice at members of even the most
To any dragonborn , the clan is m ore im portant than
exotic races. But the small towns and villages that dot
life itself. D ragon born ow e their devotion and respect
the countryside are different. The common folk aren’t
to their clan above all else, even the gods. Each
accustomed to seeing members o f these races, and they
dragon b orn ’s con du ct reflects on the h on or o f his or her react accordingly.
clan, and brin ging dishon or to the clan can result in Dragonborn. It’s easy to assume that a dragonborn is a
expulsion and exile. E ach dragonborn k n ow s his or her monster, especially if his or her scales betray a chromatic
station and duties w ithin the clan, and h on or dem ands heritage. Unless the dragonborn starts breathing fire and
m aintaining the b ou n ds o f that position. causing destruction, though, people are likely to respond
A continual drive for self-im provem ent reflects the with caution rather than outright fear.
self-sufficiency o f the race as a w hole. D ragon born value Gnome. Gnomes don’t look like a threat and can quickly
disarm suspicion with good humor. The common folk are
skill and excellen ce in all endeavors. T h ey hate to fail,
often curious about gnomes, likely never having seen one
and they push th em selves to extrem e efforts b efore they
before, but they are rarely hostile or fearful.
give up on som ething. A d ragonborn holds m astery o f
Half-Elf. Although many people have never seen a half-elf,
a particular skill as a lifetim e goal. M em bers o f other virtually everyone knows they exist. A half-elf stranger’s
races w h o share the sam e com m itm en t find it easy to arrival is followed by gossip behind the half-elf's back and
earn the resp ect o f a dragonborn. stolen glances across the common room, rather than any
T h ough all dragonborn strive to b e self-sufficient, confrontation or open curiosity.
they recog n ize that help is som etim es n eeded in difficult Half-Orc. It’s usually safe to assume that a half-orc is
situations. But the best so u rce for such help is the belligerent and quick to anger, so people watch themselves
clan, and w hen a clan n eeds help, it turns to another around an unfamiliar half-orc. Shopkeepers might
surreptitiously hide valuable or fragile goods when a half-orc
dragonborn clan b efore seek in g aid from other ra ce s—
comes in, and people slowly clear out o f a tavern, assuming a
or even from the gods.
fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but
D ragonborn Names tieflings are the subject o f supernatural fear. The evil o f their
D ra gon born have person al n am es given at birth, heritage is plainly visible in their features, and as far as most
but they put their clan n am es first as a m ark o f people are concerned, a tiefling could very well be a devil
straight from the Nine Hells. People might make warding
honor. A ch ild h ood nam e or nickn am e is often used
signs as a tiefling approaches, cross the street to avoid
am ong clutchm ates as a descriptive term or a term
passing near, or bar shop doors before a tiefling can enter.
o f endearm ent. T h e nam e m ight recall an event or
center on a habit.

Male Names: Arjhan, Balasar, Bharash, D onaar, Ghesh.


H eskan, Kriv, M edrash, M ehen, Nadarr, Pandjed,
Patrin, Rhogar, Sham ash, Sh edinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann,
Flavilar, Jheri, Kava, K orinn, M ishann, Nala, Perra,
Raiann, Sora, Surina, Thava, Uadjit
Childhood Nam es: Clim ber, Earbender, Leaper, Pious, D r a c o n ia n s
Shieldbiter, Z ea lou s in the Dragonlance setting, the followers o f the evil goddess
Clan Nam es: Clethtinthiallor, D aardendrian, D elm irev, Takhisis learned a dark ritual that let them corrupt the
D rachedandion, Fenkenkabradon, K epesh km olik, eggs o f metallic dragons, producing evil dragonborn called
Kerrhylon, K im batuul, Linxakasendalor, Myastan, draconians. Five types o f draconians, corresponding to the
N em m onis, N orixius, Ophinshtalajiir, Prexijandilin, five types o f metallic dragons, fought for Takhisis in the War
o f the Lance: auraks (gold), baaz (brass), bozak (bronze),
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
kapak (copper), and sivak (silver). In place o f their draconic
breath weapons, they have unique magical abilities.
D r a g o n b o r n T r a it s
Your d racon ic heritage m anifests in a variety o f traits
Draconic Ancestry. You have d racon ic ancestry.
you share with other dragonborn.
C h oose on e type o f dragon from the D ra con ic A n cestry
Ability Score Increase. Your Strength sco re table. Your breath w eapon and dam age resistan ce are
in creases by 2, and your C harism a sco re in creases by 1.
determ ined by the dragon type, as sh ow n in the table.
Age. Y oung dragonborn grow quickly. T h ey w alk
Breath Weapon. Y ou can u se your action to exhale
hours after hatching, attain the size and developm ent
destructive energy. Your d racon ic an cestry determ ines
o f a 10-year-old hum an child by the age o f 3, and reach
the size, shape, and dam age type o f the exhalation.
adulthood by 15. T h ey live to be around 80.
W h en you u se your breath w eapon , each creature in
Alignment. D ragon born tend to extrem es, m akin g a the area o f the exhalation m ust m ake a saving throw,
co n s cio u s ch oice for on e side or the other in the co sm ic
the type o f w hich is determ ined by your dracon ic
w ar betw een g o o d and evil (represented by Bahamut
ancestry. T h e D C for this saving th row equals 8 +
and Tiamat, respectively). M ost dragonborn are good,
your Constitution m odifier + your proficiency bonus. A
but th ose w h o side with Tiam at can be terrible villains.
creature takes 2d6 dam age on a failed save, and half
Size. D ragon born are taller and heavier than hum ans,
as m uch dam age on a su ccessfu l one. T h e dam age
standing w ell over 6 feet tall and averaging alm ost 250
in creases to 3d6 at 6th level, 4 d 6 at 11th level, and 5d6
pou nds. Your size is M edium .
at 16th level.
Speed. Your b a se w alk in g sp eed is 30 feet. A fter you u se your breath w eapon , you c a n ’t u se it
again until you com plete a short or lon g rest.
D r a c o n ic A n c est r y
Damage Resistance. You have resistan ce to the
Dragon Damage Type Breath Weapon d am age type a ssocia ted w ith your dracon ic ancestry.
Black Acid 5 by 30 ft. line (Dex. save) Languages. You can speak, read, and w rite C om m on
Blue Lightning 5 by 30 ft. line (Dex. save) and D ra con ic. D ra con ic is thought to be on e o f the
Brass Fire 5 by 30 ft. line (Dex. save) oldest languages and is often u sed in the study o f m agic.
Bronze Lightning 5 by 30 ft. line (Dex. save) T h e language sou n d s harsh to m ost other creatu res and
includes num erou s hard con son a n ts and sibilants.
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)
G nome
Sk i n 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 asAeron
climb up on a stool to look out the peephole. Like most hab-
itations 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, fair hair has a tendency to stick out in every direction,
as if expressing the gnom e’s insatiable interest in
tinted lenses, jeweler's loupes, and jars of powdered and
everything around.
shredded ingredients for casting spells. A fat gray cat, the A g n om e’s person ality is writ large in his or her
mage’s familiar, lay curled atop a grimoire. It opened its appearance. A m ale g n om e’s beard, in contrast to
eyes, gave Aeron a disdainfulyellow stare, then appeared his w ild hair, is kept carefully trim m ed but often
styled into cu riou s forks or neat points. A g n om e’s
to go back to sleep.
clothing, though usually m ade in m od est earth tones,
—R ich a r d L ee Byers, The Black Bouquet is elaborately d ecorated w ith em broidery, em bossin g,
or gleam ing jew els.
A constant hum o f busy activity p ervades the w arren s
and n eigh b orh ood s w h ere g n om es form their close- D elig h ted D ed icatio n
knit com m u n ities. L ou der sou n d s punctuate the hum:
A s far as g n om es are con cern ed , bein g alive is a
a cru n ch o f grinding gears here, a m inor explosion
w onderfu l thing, and they sq u eeze every o u n ce o f
there, a yelp o f su rprise or triumph, and esp ecially
enjoym ent out o f their three to five centuries o f life.
bursts o f laughter. G n om es take delight in life, enjoying
H um ans m ight w on d er about getting bored over the
every m om ent o f invention, exploration, investigation,
co u rse o f such a long life, and elves take plenty o f time
creation, and play.
to savor the beauties o f the w orld in their long years, but
g n om es seem to w orry that even w ith all that tim e, they
V ib r a n t E xpr essio n
ca n ’t get in en ough o f the things they w ant to do and see.
A g n om e’s en ergy and enthusiasm for living shines G n om es sp eak as if they ca n ’t get the thoughts
th rough every inch o f his or her tiny body. G n om es out o f their heads fast enough. Even as they offer
average slightly over 3 feet tall and w eigh 40 to 45 ideas and opin ion s on a range o f subjects, they still
pou nd s. T heir tan or brow n faces are usually adorn ed m anage to listen carefully to others, adding the
w ith broad sm iles (beneath their p rod ig iou s n oses), appropriate exclam ations o f su rprise and appreciation
and their bright eyes shine with excitement. Their along the way.
D eep G no m es
A third subrace o f 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.

T h ough g n om es love jo k e s o f all kinds, particularly Male Nam es: Alston, Alvyn, B odd yn ock, B rocc, Burgell,
puns and pranks, th ey’re ju st as dedicated to the m ore D im ble, Eldon, Erky, Fonkin, Frug, G erbo, G im ble,
seriou s tasks they undertake. M any g n om es are skilled Glim, Jebeddo, K ellen, N am foodle, Orryn, R oondar,
engineers, alchem ists, tinkers, and inventors. T h ey ’re S ee b o , Sindri, W arryn, W renn, Z o o k
w illing to m ake m istakes and laugh at them selves in Female Names: B im pnottin, Breena, Caram ip, Carlin,
the p r o ce s s o f perfectin g w hat they do, taking bold D onella, Duvam il, Ella, Ellyjobell, Ellyw ick, Lilli,
(som etim es foolhardy) risks and dream in g large. L oopm ottin, Lorilla, M ardnab, N issa, Nyx, Oda, Orla,
R oyw yn , Sham il, Tana, W ayw ocket, Zanna
B rig h t B urrow s Clan Names: Beren, D aergel, Folkor, G arrick, Nackle,
G n om es m ake their h om es in hilly, w o o d e d lands. They M urnig, Ningel, Raulnor, S ch ep p en , Tim bers, Turen
live underground but get m ore fresh air than dw arves Nicknames: A leslosh, Ashhearth, Badger, Cloak,
do, enjoying the natural, living w orld on the surface D oublelock, Filchbatter, Fnipper, Ku, Nim , O neshoe,
w henever they can. T h eir h om es are w ell hidden by P ock , Sparklegem , Stum bleduck
both clever construction and sim ple illusions. W elcom e
visitors are quickly u sh ered into the bright, w arm
Seein g th e W orld
bu rrow s. T h ose w h o are not w elcom e are unlikely to C urious and im pulsive, g n om es m ight take up
find the bu rrow s in the first place. adventuring as a w ay to see the w orld or for the love
G n om es w h o settle in hum an lands are com m on ly o f exploring. A s lovers o f gem s and other fine items,
gem cutters, engineers, sages, or tinkers. S o m e hum an som e g n om es take to adventuring as a quick, if
fam ilies retain gnom e tutors, en su ring that their pupils dangerous, path to wealth. R egardless o f w hat spurs
enjoy a m ix o f seriou s learning and delighted enjoym ent. them to adventure, g n om es w h o adopt this w ay o f life
A gnom e m ight tutor several generations o f a single eke as m uch enjoym ent out o f it as they d o out o f any
hum an fam ily over the cou rse o f his or her long life. other activity they undertake, som etim es to the great
annoyance o f their adventuring com pan ion s.
G nome Names
G n om es love nam es, and m ost have h alf a d ozen or so.
G n o m e T r aits
A gnom e's mother, father, clan elder, aunts, and uncles Y our gnom e character has certain characteristics in
each give the gnom e a nam e, and various nick n am es co m m o n with all other gnom es.
from ju st about everyone else m ight or m ight not stick Ability Score Increase. Your Intelligence sco re
over time. G n om e n am es are typically variants on the in creases by 2.
n am es o f an cestors or distant relatives, though som e Age. G n om es m ature at the sam e rate hum ans do, and
are purely n ew inventions. W h en dealing w ith hum ans m ost are expected to settle dow n into an adult life by
and others w h o are “stuffy” about nam es, a gnom e around age 40. Th ey ca n live 35 0 to alm ost 5 0 0 years.
learns to use no m ore than three nam es: a personal Alignment. G n om es are m ost often g ood. T h ose w ho
nam e, a clan nam e, and a nicknam e, ch oosin g the on e in tend tow ard law are sages, engineers, researchers,
each category that’s the m ost fun to say. sch olars, investigators, or inventors. T h o se w h o tend
tow ard ch a os are m instrels, tricksters, w anderers,
or fanciful jew elers. G n om es are good-hearted, and
A lw ays A p p r e c ia t iv e Ability Score Increase. Your Constitution sco re
It’s rare for a gnome to be hostile or malicious unless he in creases by 1.
or she has suffered a grievous injury. Gnomes know that Artificer’s Lore. W h enever you m ake an Intelligence
most races don’t share their sense o f humor, but they enjoy (H istory) ch eck related to m agic item s, alchem ical
anyone's company just as they enjoy everything else they set objects, or tech n ological devices, you can add tw ice your
out to do. proficiency bonus, instead o f any p roficiency bon u s you
n orm ally apply.
even the tricksters am ong them are m ore playful Tinker. You have proficiency with artisan’s tools
than vicious. (tinker’s tools). U sing th ose tools, you can spend 1
Size. G n om es are betw een 3 and 4 feet tall and hour and 10 gp w orth o f m aterials to con stru ct a Tiny
average about 4 0 pou nds. Your size is Sm all. clock w ork device (AC 5, 1 hp). T h e device c e a se s
Speed. Your base w alkin g sp eed is 25 feet. to function after 24 h ours (unless you spend 1 hour
Darkvision. A ccu stom ed to life underground, you have repairing it to keep the device functioning), or w hen
su perior vision in dark and dim condition s. You can you use your action to dism antle it; at that tim e, you can
see in dim light w ithin 60 feet o f you as if it w ere bright reclaim the m aterials u sed to create it. You can have up
light, and in darkn ess as if it w ere dim light. You can't to three such devices active at a time.
discern color in darkness, only sh ad es o f gray. W h en you create a device, c h o o s e on e o f the
Gnome Cunning. You have advantage on all follow in g options:
Intelligence, W isdom , and C harism a saving throw s
Clockwork Toy. T h is toy is a clock w ork anim al, monster,
against m agic.
or person , such as a frog, m ou se, bird, dragon, or
Languages. You can speak, read, and w rite C om m on
soldier. W h en placed on the ground, the toy m oves
and G nom ish. T h e G nom ish language, w hich u ses the
5 feet a cro ss the ground on each o f your turns in a
D w arvish script, is ren ow n ed for its technical treatises
random direction. It m akes n oises as appropriate
and its catalogs o f k n ow led ge about the natural world.
to the creature it represents.
Subrace. Tw o su braces o f g n om es are found am ong
Fire Starter. The device p rod u ces a m iniature
the w orlds o f D & D : forest g n om es and rock gnom es.
flame, w hich you can use to light a candle,
C h oose one o f these subraces.
torch, or cam pfire. U sing the device
Forest G nome requ ires your action.
A s a forest gnom e, you have a natural knack for illusion Music Box. W h en open ed, this m u sic box
and inherent qu ick n ess and stealth. In the w orlds of plays a single son g at a m oderate volum e.
D&D, forest g n om es are rare and secretive. Th ey gather The b ox stops playing w hen it
in hidden com m u n ities in sylvan forests, usin g illusions reach es the s o n g ’s end or
and trickery to co n ce a l them selves from threats or w hen it is closed.
to m ask their esca p e should they be detected. Forest
g n om es tend to be friendly with other good-spirited
w ood la n d folk, and they regard elves and g o o d fey as
their m ost im portant allies. T h ese g n om es also befriend
sm all forest anim als and rely on them for inform ation
about threats that might prow l their lands.
Ability Score Increase. Your D exterity s co re
in creases by 1.
Natural Illusionist. You k n ow the minor illusion
cantrip. Intelligence is your spellcastin g ability for it.
Speak with Small Beasts. T h rou gh sou n d s and
gestures, you can com m u n icate sim ple ideas w ith Sm all
or sm aller beasts. Forest g n om es love anim als and often
keep squirrels, badgers, rabbits, m oles, w ood p eck ers,
and other creatures as beloved pets.

Rock G nome
A s a rock gnom e, you have a natural inventiveness and
h ardin ess beyon d that o f other g n om es. M ost gn om es
in the w orld s o f D & D are rock gnom es, including the
tinker g n om es o f the D ragon lance setting.
“Tanis?” said Flint hesitantly as the man neared.
“The same.” The newcomer’s beardedface 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
himselffrom the half-elf’s embrace.
—M a rg a ret W eis a n d T ra cy H ick m a n ,
Dragons of Autumn Twilight

W alking in tw o w orld s but truly b elon gin g to neither,


half-elves com bin e w hat som e say are the best qualities
o f their elf and hum an parents: hum an curiosity,
inventiveness, and am bition tem pered by the refined
sen ses, love o f nature, and artistic tastes o f the elves.
S o m e half-elves live am ong hum ans, set apart by their
em otion al and physical differences, w atching friends
and loved on es age w hile tim e barely tou ches them.
O thers live with the elves, g row in g restless as they
reach adulthood in the tim eless elven realm s, w hile
H a l f - E lf their peers continue to live as children. M any half-elves,
F l in t s q u in t e d in t o t h e s e t t in g s u n . H e t h o u g h t
unable to fit into either society, c h o o s e lives o f solitary
w an dering or join w ith other misfits and ou tcasts in
he saw the figure of a man striding up the path. Standing, the adventuring life.
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 O f Two W orlds
grace, Flint would have said;yet the man’s body had the To hum ans, half-elves look like elves, and to elves, they
lo o k hum an. In height, they’re on par w ith both parents,
thickness and tight muscles of a human, while thefacial
though they’re neither as slender as elves nor as broad
hair was definitely humankind’s. All the dwarf could see as hum ans. They range from under 5 feet to about 6 feet
of the man’sface beneath a green hood was tan skin and a tall, and from 100 to 180 pounds, w ith m en only slightly
brownish-red beard. A longbow was slung over one shoulder taller and heavier than w om en . H alf-elf m en do have
facial hair, and som etim es g row b ea rd s to m ask their
and a sword hung at his leftside. He was dressed in soft
elven ancestry. H alf-elven coloration and features lie
leather, carefully tooled in the intricate designs the elves som ew h ere betw een their hum an and elf parents, and
loved. But no elf in the world o f Krynn could grow a beard thus sh ow a variety even m ore p ron ou n ced than that
. . . no elf, but. . . found am ong either race. They tend to have the eyes
o f their elven parents.
Exc ellen t A m bassad ors
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
o f favoring the other).

D iplo m ats or W an d er er s creative expression , dem onstrating neither love


o f leaders nor desire for follow ers. They chafe at
H alf-elves have no lands o f their ow n, though they are
rules, resent oth ers’ dem ands, and som etim es prove
w elcom e in hum an cities and som ew h at less w elco m e unreliable, or at least unpredictable.
in elven forests. In large cities in region s w h ere elves Size. H alf-elves are about the sam e size as hum ans,
and hum ans interact often, half-elves are som etim es ranging from 5 to 6 feet tall. Your size is M edium .
n um erous en ough to form sm all com m u n ities o f their Speed. Your base w alkin g sp eed is 30 feet.
ow n. T h ey enjoy the com pany o f other half-elves, the Darkvision. T h an ks to your elf blood, you have
only p eople w h o truly understand w hat it is to live su perior vision in dark and dim condition s. You can
b etw een th ese tw o w orlds. see in dim light within 60 feet o f you as if it w ere bright
In m ost parts o f the w orld, though, half-elves are light, and in darkn ess as if it w ere dim light. You ca n ’t
u n com m on en ough that on e m ight live for years discern color in darkness, only sh ades o f gray.
w ithout m eetin g another. S o m e half-elves prefer to Fey Ancestry. You have advantage on saving throw s
avoid com pany altogether, w an dering the w ild s as against bein g charm ed, and m agic ca n ’t put you to sleep.
trappers, foresters, hunters, or adventurers and visiting Skill Versatility. You gain proficiency in tw o skills
civilization only rarely. Like elves, they are driven by o f your choice.
the w anderlust that c o m e s o f their longevity. Others, Languages. You can speak, read, and w rite C om m on ,
in contrast, th row th em selves into the thick o f society, Elvish, and on e extra language o f your ch oice.
putting their charism a and socia l skills to great use
in diplom atic roles or as sw indlers.

H a l f -E lf N am es
H alf-elves use either hum an or elven nam ing
conventions. A s if to em phasize that they d on ’t really fit
in to either society, half-elves raised am ong hum ans are
often given elven nam es, and th ose raised am ong elves
often take hum an nam es.

H a l f -E lf T r a it s
Your half-elf character has som e qualities in com m on
w ith elves and som e that are unique to half-elves.
Ability Score Increase. Your C harism a score
in creases by 2, and tw o other ability s co re s o f your
ch oice in crease by 1.
Age. Half-elves m ature at the sam e rate hum ans
d o and reach adulthood around the age o f 20. They
live m uch longer than hum ans, however, often
ex ceed in g 180 years.
Alignment. H alf-elves share the chaotic bent o f their
elven heritage. Th ey value both person al freed om and
W h eth er united under the leadership o f a m ighty
w arlock or having fought to a standstill after years
o f conflict, o r c and hum an tribes som etim es form
alliances, join in g forces into a larger horde to the terror
o f civilized lands nearby. W h en th ese alliances are
sea led by m arriages, h alf-orcs are born. S o m e h alf-orcs
rise to b e c o m e proud chiefs o f o rc tribes, their hum an
b lood giving them an edge over their fu ll-blooded o rc
rivals. S o m e venture into the w orld to prove their w orth
am ong hum ans and other m ore civilized races. M any o f
these b e c o m e adventurers, achieving greatness for their
m ighty d eed s and notoriety for their barbaric custom s
and savage fury.

S c a r r e d a n d St r o n g
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
H alf-orcs’ grayish pigm entation, slopin g foreheads,
sleeping-furs and his women and pulled a short hauberk jutting ja w s, prom inent teeth, and tow ering builds m ake
of heavy steel rings over his thick, well-muscled torso. He their orcish heritage plain for all to see. H alf-orcs stand
usually rose before most of his warriors, since he had a betw een 6 and 7 feet tall and usually w eigh betw een
180 and 2 5 0 pounds.
strong streak of human blood in him, and he found the
Orc s regard battle sca rs as tokens o f pride and
daylight less bothersome than most of his tribe did. Among ornam ental sca rs as things o f beauty. Other scars,
the Bloody Skulls, a warrior wasjudged by his strength, his though, m ark an orc or h alf-orc as a form er slave or
a disgraced exile. Any half-orc w h o has lived am ong
fierceness, and his wits. Human ancestry was no blemish
or near orc s has scars, w hether they are m arks o f
against a warrior—provided he was every bit as strong, hum iliation or o f pride, recou ntin g their past exploits
enduring, and bloodthirsty as hisfull-blooded kin. Half- and injuries. Such a half-orc living am ong hum ans might
orcs who were weaker than their orc comrades didn't last display these scars proudly or hide them in sham e.

long among the Bloody Skulls or any other orc tribe for
T he M a r k of G ruum sh
that matter. But it was often true that a bit of human blood
T h e on e-eyed god G ruum sh created the orc s, and even
gave a warriorjust the right mix of cunning, ambition, and th ose orc s w h o turn away from his w orsh ip ca n ’t fully
self-discipline to go far indeed, as Mhurren had. He was esca p e his influence. T h e sa m e is true o f half-orcs,
master of a tribe that could muster two thousand spears, though their hum an b lood m od erates the im pact o f their
orcish heritage. S om e h alf-orcs hear the w h isp ers o f
and the strongest chief in Thar.
G ruum sh in their dream s, calling them to unleash the
—R ich a r d Baker, Swordmage rage that sim m ers w ithin them . O thers feel G ru u m sh ’s
hate orcs. Some are reserved, trying not to draw attention to
exultation w h en they join in m elee com bat—and either themselves. A few demonstrate piety and good-heartedness
exult along w ith him or shiver w ith fear and loathing. as publicly as they can (whether or not such demonstrations
H alf-orcs are not evil by nature, but evil d o e s lurk w ithin are genuine). And some simply try to be so tough that others
them , w hether they em brace it or rebel against it. just avoid them.
B eyond the rage o f G ruum sh, h alf-orcs feel em otion
pow erfully. R a ge d oesn ’t ju st quicken their pulse, it
Ability Score Increase. Your Strength score
m akes their b od ies burn. A n insult stings like acid,
in creases by 2, and your Constitution sco re
and sa d n ess saps their strength. But they laugh loudly
in creases by 1.
and heartily, and sim ple b od ily p lea su res—feasting,
Age. H alf-orcs m ature a little faster than hum ans,
drinking, w restling, drum m ing, and w ild dancing—fill
reachin g adulthood around age 14. Th ey age
their hearts w ith joy. Th ey tend to be short-tem pered
noticeably faster and rarely live longer than 75 years.
and som etim es sullen, m ore in clined to action than
Alignment. H alf-orcs inherit a tendency toward ch a os
contem plation and to fighting than arguing. T h e m ost
from their orc parents and are not strongly inclined
accom p lish ed h alf-orcs are th ose w ith en ough self-
tow ard g ood. H alf-orcs raised am ong ores and w illing
con trol to get by in a civilized land.
to live out their lives am ong them are usually evil.
Size. H alf-orcs are som ew h at larger and bulkier than
T ribes a n d Slu m s
hum ans, and they range from 5 to w ell over 6 feet tall.
H alf-orcs m ost often live a m on g orc s. O f the other races, Your size is M edium .
hum ans are m ost likely to a ccept half-orcs, and half- Speed. Your base w alk in g sp eed is 30 feet.
orcs alm ost always live in hum an lands w hen not living Darkvision. T h an ks to your o r c blood, you have
am ong orc tribes. W h eth er proving th em selves am ong su perior vision in dark and dim condition s. You can
rough barbarian tribes or scrabblin g to survive in the see in dim light w ithin 60 feet o f you as if it w ere bright
slum s o f larger cities, h alf-orcs get by on their physical light, and in darkn ess as if it w ere dim light. You can't
might, their endurance, and the sh eer determ ination discern color in darkness, only sh ades o f gray.
they inherit from their hum an ancestry. Menacing. You gain proficiency in the
Intim idation skill.
H a l f - O rc N a m e s Relentless Endurance. W h en you are redu ced to
H alf-orcs usually have n am es appropriate to the culture 0 hit points but n ot k illed outright, you can drop to 1 hit
in w h ich they w ere raised. A h alf-orc w h o w ants to fit in point instead. You ca n ’t use this feature again until you
am ong hum ans might trade an o r c nam e for a hum an finish a lon g rest.
nam e. S o m e h alf-orcs w ith hum an n am es decide to Savage Attacks. W h en you sco re a critical hit with
adopt a guttural o r c n am e b eca u se they think it m akes a m elee w eapon attack, you can roll one o f the w eapon ’s
them m ore intim idating. dam age dice on e additional tim e and add it to the extra
dam age o f the critical hit.
Male Orc Names: D ench, Feng, Gell, Henk, H olg, Imsh, Languages. You can speak, read, and
Keth, K rusk, M hurren, Ront, Shum p, T h ok k w rite C om m on and O rc . O rc is a
Female O rc Names: Baggi, Em en, Engong, Kansif, harsh, grating language with
Myev, N eega, Ovak, O w nka, Shautha, Sutha, Vola, hard consonants. It has
Volen, Yevelda no script o f its ow n
but is w ritten in the
H a l f - O rc T r a it s D w arvish script.
Y our h alf-orc character has certain traits deriving from
your ore ancestry.
that wicked glint in his eyes. “Youfight it, don’tyou ? Like
a little wildcat, I wager. Every littlejab and comment just
sharpensyour claws.”
—E rin M . Evans, Brimstone Angels

To be greeted with stares and w h ispers, to suffer


violen ce and insult on the street, to see m istrust and
fear in every eye: this is the lot o f the tiefling. And to
tw ist the knife, tieflings kn ow that this is b eca u se a
pact stru ck generations ago in fused the e ss e n ce o f
A s m od eu s—overlord o f the Nine H ells—into their
bloodlin e. Th eir appearan ce and their nature are not
their fault but the result o f an ancient sin, for w hich
they and their children and their children ’s children
w ill always b e held accountable.

In fer n a l B lo o d lin e
Tieflings are derived from hum an blood lin es, and in the
broadest p ossib le sen se, they still look hum an. However,
their infernal heritage has left a clear im print on their
appearan ce. T ieflings have large h orns that take any
“ B u 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 , o f a variety o f shapes: som e have curling h orn s like a
devil’s child." ram, others have straight and tall h orn s like a g azelle’s,
Those black eyes, cold as a winter storm, were staring and som e spiral upw ard like an an telopes’ horns. They
have thick tails, four to five feet long, w hich lash or coil
right into her heart and the sudden seriousness in his
around their legs w hen they get upset or n ervous. Their
voice jolted her. can in e teeth are sharply pointed, and their eyes are
“What is it they say?" he asked. “One’s a curiosity, two’s solid c o lo r s —black, red, white, silver, or gold—w ith no
visible sclera or pupil. Th eir skin tones cover the full
a conspiracy—”
range o f hum an coloration, but also include various
“Three's a curse,” she finished. “You think I haven’t heard sh ades o f red. Their hair, ca sca d in g dow n from behind
that rubbish before?” their h orns, is usually dark, from black o r brow n to dark
“I knowy o u have.” When she glared at him, he added, red, blue, or purple.

“It’s not as if I ’m plumbing the depths of your mind, dear


Se l f -R e l ia n t a n d Su spicio u s
girl. That is the burden of every tiefling. Some break under
Tieflings subsist in sm all m inorities found m ostly in
it, some make it the millstone around their neck, some hum an cities or tow ns, often in the roughest quarters
revel in it.” He tilted his head again, scrutinizing her, with o f th ose places, w here they g row up to be sw indlers,
M u tu a l M is 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 o f 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
thieves, or crim e lords. S om etim es they live am ong
this mistrust throughout youth, a tiefling often develops the
other m inority populations in en claves w h ere they are
ability to overcome prejudice through charm or intimidation.
treated w ith m ore respect.
L ackin g a hom eland, tieflings k n ow that they have
to m ake their ow n w ay in the w orld and that they have T ieflin g T r aits
to b e strong to survive. They are not quick to trust
T ieflings share certain racial traits as a result o f their
anyone w h o claim s to b e a friend, but w hen a tiefling’s
infernal descent.
com p a n ion s dem onstrate that they trust him or her,
Ability Score Increase. Your Intelligence score
the tiefling learns to extend the sam e trust to them.
in creases by 1, and your C harism a sc o r e in crea ses by 2.
A n d on ce a tiefling gives som eon e loyalty, the tiefling
Age. Tieflings m ature at the sam e rate as hum ans but
is a firm friend or ally for life.
live a few years longer.
Alignment. Tieflings m ight not have an innate
T ieflin g N am es
ten den cy tow ard evil, but m any o f them end up there.
Tiefling n am es fall into three broad categories. Tieflings Evil or not, an independent nature inclines m any
b orn into another culture typically have n am es reflective tieflings tow ard a chaotic alignment.
o f that culture. S o m e have n am es derived from the Size. Tieflings are about the sam e size and build as
Infernal language, p a ssed dow n through generations, hum ans. Your size is M edium .
that reflect their fiendish heritage. A n d som e younger Speed. Your base w alkin g sp eed is 30 feet.
tieflings, striving to find a place in the w orld, adopt a Darkvision. T h an ks to your infernal heritage, you
nam e that signifies a virtue or other con cep t and then have su perior vision in dark and dim condition s. You
try to em b od y that con cept. For som e, the ch osen nam e can see in dim light w ithin 60 feet o f you as if it w ere
is a noble quest. For others, it’s a grim destiny. bright light, and in darkn ess as if it w ere dim light. You
Male Infernal Names: A k m en os, A m non , Barakas, c a n ’t discern color in darkness, only sh ades o f gray.
D am akos, E kem on, Iados, K airon, Leu cis, M elech, Hellish Resistance. You have resistan ce
M ordai, M orthos, P elaios, S k a m os, Therai to fire dam age.
Female Infernal Names: Akta, A nakis, B ryseis, Criella, Infernal Legacy. You k n ow the thaumaturgy cantrip.
D am aia, Ea, Kallista, Lerissa, M akaria, Nem eia, O nce you reach 3rd level, you can cast the hellish
O rianna, Phelaia, Rieta rebuke spell on ce per day as a 2nd-level spell. O n ce you
“Virtue” Nam es: Art, Carrion, Chant, Creed, D espair, reach 5th level, you can also cast the darkness spell
E xcellen ce, Fear, Glory, H ope, Ideal, M usic, N ow here, o n ce per day. C harism a is your sp ellcastin g ability for
O pen, Poetry, Quest, R andom , R everen ce, Sorrow , these spells.
Temerity, Torment, W eary Languages. You can speak, read, and w rite C om m on
and Infernal.

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