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5th Edition - Players Handbook - Removed
5th Edition - Players Handbook - Removed
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.
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
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
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.
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
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
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.