Races of DnD

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Important note: Everything on this page is © 1999-2007 Wizards of the Coast, Inc. All rights reserved.

I will only list the numbers, more detailed information requires the Forgotten Realms Campaign Setting or Races of Eberron. The races listed below have all their respective racial traits listed in the PHB except as follows:

Contents

[edit] Human Traits

  • Automatic Language: Common, home region.
  • Bonus Languages: Any (other than secret languages, such as Druidic.)

[edit] Gold Dwarven Traits

  • +2 Constitution, -2 Dexterity
  • +1 racial bonus on attack rolls against abberatons. (This replaces the attack bonus vs. orcs and goblinoids.
  • Automatic Language: Dwarven, Common, home region.
  • Bonus Languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric.

[edit] Gray Dwarven Traits

  • +2 Constitution, -4 Charisma
  • Darkvision up to 120'.
  • Immune to paralysis, phantasms, and magic or alchemical poisons, but not normal poisons.
  • +4 racial bonus on Move Silently checks.
  • +1 racial bonus on Listen and Spot checks.
  • Spell Like Abilities: 1/day - Enlarge and Invisibility as a wizard of twice the duergar's level (minimum 3rd). These effect only the duergar and whatever it carries.
  • Light Sensitivity: Duergar suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
  • Automatic Language: Dwarven, Undercommon, home region.
  • Bonus Languages: Common, Draconic, Giant, Goblin, Orc, Terran.
  • Level Adjustment +2

[edit] Shield Dwarven Traits

  • Automatic Languages: Dwarven, Common, home region.
  • Bonus Languages: Chondathan, Draconic, Giant, Goblin, Illuskan, Orc.

[edit] Drow Traits

  • +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
  • Spell Like Abilities: 1/day - dancing lights, darkness, and faerie fire as a sorcerer of the equal level.
  • Darkvision up to 120'. This replaces the standard elven lowlight vision.
  • Favored Class: Wizard (male) or cleric (female).
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
  • Spell Resistance of 11+ character level.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Automatic Languages: Elven, Undercommon, home region.
  • Bonus Languages: Abyssal, Common, Draconic, Drow Sign Language, Goblin, Illuskan.
  • Level Adjustment +2

[edit] Moon Elven Traits

  • Automatic Languages: Elven, Common, home region.
  • Bonus Languages: Auran Chondathan, Gnoll, Gnome, Halfling, Illuskan, Sylvan.

[edit] Sun Elven Traits

  • +2 Intelligence, -2 Constitution
  • Automatic Languages: Elven, Common, home region.
  • Bonus Languages: Auran, Celestial, Chondathan, Gnome, Halfling, Illuskan, Sylvan.

[edit] Wild Elven Traits

  • +2 Dexterity, -2 Intelligence
  • Automatic Languages: Elven, Common, home region.
  • Bonus Languages: Gnoll, Illuskan, Orc, Sylvan, Tashalan.

[edit] Wood Elven Traits

  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma
  • Automatic Languages: Elven, Common, home region.
  • Bonus Languages: Chondathan, Draconic, Gnome, Goblin, Sylvan.

[edit] Deep Gnome Traits

  • -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma
  • Darkvision up to 120'.
  • Spell-Like Abilities: 1/day - blindness, blur, and change self cast as a wizard of equal level (save DC10 + spell level). These replace the standard gnome spells.
  • Stonecunning: Same as the PHB Dwarven Ability.
  • Nondetection (Su): always on, as if cast by a wizard of their character level.
  • Spell resistance of 11 + character level.
  • +4 dodge bonus against all creatures (this replaces the giant based bonus).
  • +2 racial bonus on all saving throws.
  • +2 racial bonus on Hide checks, which improves to +4 in darkened areas underground.
  • Automatic Languages: Gnome, Undercommon, home region.
  • Bonus Languages: Common, Draconic, Dwarven, Elven, Illuskan, Terran.
  • Level Adjustment +3

[edit] Rock Gnome Traits

  • Automatic Languages: Gnome, Common, home region.
  • Bonus Languages: Chondathan, Draconic, Dwarven, Goblin, Illuskan, Sylvan, Terran.

[edit] Half-Elven Traits

  • Automatic Languages: Elven, Common, home region.
  • Bonus Languages: Any (other than secret languages, such as Druidic.)
  • Half-Drow get 60' Darkvison instead of the standard Half-Elven low-light vision.

[edit] Half-Orc Traits

  • Automatic Languages: Orc, Common, home region.
  • Bonus Languages: Damaran, Giant, Gnoll, Goblin, Illuskan, Undercommon.

[edit] Ghostwise Halfling Traits

  • Speak without sound (Su): 20' Telepathic communication with any one creature that shares a common language.
  • They do not receive the standard +1 racial bonus on saves.
  • Automatic Languages: Halfling, Common, home region.
  • Bonus Languages: Chondathan, Elven, Gnoll, Shaaran, Sylvan.
  • Favored Class: Barbarian.

[edit] Lightfoot Halfling Traits

  • Automatic Languages: Halfling, Common, home region.
  • Bonus Languages: Chessentan, Chondathan, Damaran, Dwarven, Elven, Illuskan, Goblin.

[edit] Strongheart Halfling Traits

  • One extra feat at 1st level.
  • They do not receive the standard +1 to all saves.
  • Automatic Languages: Halfling, Common, home region.
  • Bonus Languages: Dwarven, Gnoll, Goblin, Halruaan, Shaaran.

[edit] Aasimar Traits

  • +2 Wisdom, +2 Charisma.
  • Medium size.
  • An aasimar’s base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
  • Racial Feats: An aasimar gains feats according to its class levels.
  • Special Attacks: Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
  • Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
  • Automatic Languages: Common, Celestial.
  • Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,Sylvan.
  • Favored Class: Paladin.
  • Level adjustment +1.

[edit] Tiefling Traits

  • +2 Dexterity, +2 Intelligence, –2 Charisma.
  • Medium size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Racial Feats: A tiefling gains feats according to its class levels.
  • Special Attacks: Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
  • Special Qualities: Resistance to cold 5, electricity 5, and fire 5.
  • Automatic Languages: Common, Infernal.
  • Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.

[edit] Air Genasi Traits

  • +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma.
  • Medium: As Medium creatures, air genasi have no special bonuses or penalties due to their size.
  • Air genasi base land speed is 30 feet.
  • Darkvision: Air genasi can see in the dark up to 60 feet.
  • Levitate (Sp): Air genasi can use levitate once per day as cast by a 5th-level sorcerer.
  • +1 racial bonus on saving throws against air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Clerical Focus: An air genasi must choose a deity who grants access to the Air domain and select Air as one of her two domains.
  • Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation.
  • Outsider: Air genasi are native outsiders.
  • Automatic Languages: Common, home region.
  • Bonus Lanugages: Any (except secret languages, such as Druidic).
  • Favored Class: Fighter.
  • Level Adjustment: +1.

[edit] Earth Genasi Traits

  • +2 Strength, +2 Constitution, -2 Wisdom, and -2 Charisma.
  • Medium: As Medium creatures, air genesi have no special bonuses or penalties due to their size.
  • Earth genasi base land speed is 30 feet.
  • Darkvision: Air genasi can see in the dark up to 60 feet.
  • Pass without Trace (Sp): Earth genasi can use pass without trace once per day as cast by a 5th-level druid.
  • +1 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Clerical Focus: An earth genasi must choose a deity who grants access to the Earth domain and select Earth as one of her two domains.
  • Outsider: Earth genasi are native outsiders.
  • Automatic Languages: Common, home region.
  • Bonus Languages: Any (except secret languages, such as Druidic).
  • Favored Class: Fighter.
  • Level Adjustment: +1.

[edit] Fire Genasi Traits

  • +2 Intelligence, -2 Charisma.
  • Medium: As Medium creatures, fire genesi have no special bonuses or penalties due to their size.
  • Fire genasi base land speed is 30 feet.
  • Darkvision: Fire genasi can see in the dark up to 60 feet.
  • Control Flame (Sp): Fire genasi can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and nay be done once per day. They use this ability as 5th-level sorcerers.
  • +1 racial bonus on saving throws against fire spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Clerical Focus: A fire genasi must choose a deity who grants access to the Fire domain and select Fire as one of her two domains.
  • Outsider: Fire genasi are native outsiders.
  • Automatic Languages: Common, home region.
  • Bonus Languages: Any (except secret languages, such as Druidic).
  • Favored Class: Fighter.
  • Level Adjustment: +1.

[edit] Water Genasi Traits

  • +2 Constitution, -2 Charisma.
  • Medium: As Medium creatures, water genesi have no special bonuses or penalties due to their size.
  • Water genasi base land speed is 30 feet.
  • Darkvision: Water genasi can see in the dark up to 60 feet.
  • Create Water (Sp): Water genasi can use create water once per day as cast by a 5th-level druid.
  • +1 racial bonus on saving throws against water spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Clerical Focus: A water genasi must choose a deity who grants access to the Water domain and select Water as one of her two domains.
  • Water Breathing (Ex): Water genasi can breathe water naturally.
  • Outsider: Water genasi are native outsiders.
  • Automatic Languages: Common, home region.
  • Bonus Languages: Any (except secret languages, such as Druidic).
  • Favored Class: Fighter.
  • Level Adjustment: +1.

[edit] Changling Traits

  • Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
  • Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
  • Changeling base land speed is 30 feet.
  • +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
  • +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation; though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy.
  • Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
  • Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
  • Automatic Languages: Common.
  • Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.
  • Favored Class: Rogue. A multiclass changeling’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
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