Roll 1d10 | Race Species |
---|---|
1-4 | Select or roll a common (C) race/species from appropriate environment |
5-7 | Select or roll an uncommon (UC) race/species from appropriate environment |
8-9 | Select or roll a rare (R) race/species from appropriate environment |
10 | Select or roll a very rare (VR) race/species from appropriate environment |
Legend
C = Common
UC = Uncommon
R = Rare
VR = Very Rare
L = Leader (this race is not found as a population - only as rulers).
FANTASY RACES
Civ | Wild | Aqua | UG | Race / Species / Monster | Player Character traits | Monster stat blocks |
---|---|---|---|---|---|---|
VR | R | - | R | Bakemono (strong goblins) | - | 3E D&D Oriental Adventures |
- | - | - | R | Derro | - | 5E D&D Mordenkainen's Tome of Foes; 5E D&D Out of the Abyss; 5E D&D Tome of Beasts; 5E D&D Creature Codex; 5E D&D Monster Manual Expanded 2; PF2 Bestiary; 13th Age Core Book; 4E D&D Monster Manual 3; PF Bestiary; 2E D&D Monstrous Manual; 1E D&D Monster Manual II |
VR | VR | - | R | Dwarf - celestial/jade | 5E D&D House (see below) | - |
UC | R | - | - | Dwarf - desert | 5E D&D House (see below); 5E D&D Midgard Heroes Handbook (Southlands); | 4E D&D Dark Sun Creature Catalog |
VR | R | - | R | Dwarf - frost | 5E D&D House (see below); Savage Worlds Hellfrost Player's Guide | 5E D&D Tome of Horrors; Savage Worlds Hellfrost Bestiary |
- | - | - | C | Dwarf - deep / gray (duergar) | 5E D&D Mordenkainen's Tome of Foes; 5E D&D Sword Coast Adventurer's Guide; 5E D&D House (see below); 5E D&D Tales of Arcana Race Guide (dark); PF Bestiary; 3E D&D Races of Stone; 3E D&D Expanded Psionics Handbook; 3E D&D Forgotten Realms Campaign Setting; 3E D&D Kingdoms of Kalamar Player's Guide (stone); 2E D&D Complete Book of Dwarves; | 5E D&D Monster Manual; 5E D&D Mordenkainen's Tome of Foes; 5E D&D Out of the Abyss; 5E D&D Tales from Yawning Portal; 5E D&D Monster Manual Expanded; 5E D&D Monster Manual Expanded 2; PF2 Bestiary; PF Bestiary; 3E D&D Expanded Psionics Handbook; 2E D&D Monstrous Manual |
C | VR | - | R | Dwarf - hill / standard | 5E D&D Player's Handbook; 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 5E D&D Adventures in Middle Earth Player's Guide; 5E D&D Tales of Arcana Race Guide; PF2 Core Rulebook; PF2 Lost Omens Character Guide; 13th Age Core Book; 4E D&D Player's Handbook; PF + AGE Midgard Campaign Setting; 3E D&D Forgotten Realms Campaign Setting (shield); 3E D&D Kingdoms of Kalamar Player's Guide; 2E D&D Complete Book of Dwarves; 2E D&D Player's Handbook; 2E D&D Dragon Magazine #278; Cypher Core Rulebook; AGE Fantasy Age Basic Rulebook; B&B Core Rulebook (see below); Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition; Savage Worlds Fantasy Companion; Savage Worlds Sundered Skies | 4E D&D Monster Vault; 4E D&D Monster Manual; 2E D&D Monstrous Manual; Savage Worlds Fantasy Companion; Savage Worlds Sundered Skies |
- | - | - | UC | Dwarf - infernal (duergar) | ; 4E D&D Monster Manual 2 | 4E D&D Monster Vault; 4E D&D Monster Manual 2; 1E D&D Monster Manual II |
R | VR | - | C | Dwarf - mountain | 5E D&D Player's Handbook; 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 3E D&D Forgotten Realms Campaign Setting (gold); 3E D&D Kingdoms of Kalamar Player's Guide; 2E D&D Complete Book of Dwarves; | 4E D&D Monster Vault; 4E D&D Monster Manual; 2E D&D Monstrous Manual |
- | R | - | R | Dwarf - volcanic/obsidian | 5E D&D House (see below); 3E D&D Nyame African Adventures (as Utuchekulu) | - |
- | R | - | - | Dwarf - wild/albino | 5E D&D House (see below); 3E D&D Oriental Adventures (as korobokuru) | 5E D&D Tomb of Annihilation; 3E D&D Oriental Adventures (as korobokuru) |
R | R | - | VR | Dwarf - unique/specific | 5E D&D Plane Shift Kaladesh (machine workers); 5E D&D Midgard Heroes Handbook (Southlands); 3E D&D Races of Stone (dream); 2E D&D Complete Book of Dwarves (sundered, gully) | - |
- | - | - | UC | Gnome - deep (svirfneblin) | 5E D&D Mordenkainen's Tome of Foes; 5E D&D Sword Coast Adventurer's Guide; 5E D&D House (see below); PF2 Core Rulebook (umbral); PF Bestiary; 3E D&D Forgotten Realms Campaign Setting; 3E D&D Kingdoms of Kalamar Player's Guide; 2E D&D Complete Book of Gnomes & Halflings; | 5E D&D Monster Manual; PF2 Bestiary; PF Bestiary; 2E D&D Monstrous Manual |
VR | R | - | - | Gnome - fey | 5E D&D House (see below); PF2 Core Rulebook; 4E D&D Player's Handbook 2; 4E D&D Monster Manual; B&B Core Rulebook (gnome) | 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 2; 4E D&D Underdark |
- | UC | - | - | Gnome - forest | 5E D&D Player's Handbook; 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 3E D&D Kingdoms of Kalamar Player's Guide; 2E D&D Complete Book of Gnomes & Halflings; B&B Core Rulebook (gnome) | 2E D&D Monstrous Manual |
C | VR | - | VR | Gnome - rock/standard | 5E D&D Player's Handbook; 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 5E D&D Tales of Arcana Race Guide; PF2 Core Rulebook; PF2 Lost Omens Character Guide; 13th Age Core Book; 4E D&D Advanced Player's Guide (as earth); 3E D&D Races of Stone; 3E D&D Kingdoms of Kalamar Player's Guide; 2E D&D Complete Book of Gnomes & Halflings; 2E D&D Player's Handbook; 2E D&D Dragon Magazine #262 (name generator); AGE Fantasy Age Basic Rulebook; B&B Core Rulebook (see below) | 2E D&D Monstrous Manual |
R | R | - | - | Gnome - unique / specific | PF2 Core Rulebook (chameleon); PF + AGE Midgard Campaign Setting (Niemheim); 3E D&D Races of Stone (chaos, whisper); 3E D&D Nyame African Adventures (kitunusi); 2E D&D Complete Book of Gnomes & Halflings (tinker) | 5E D&D Tome of Horrors (barbegazi, ice gnome); |
UC | C | - | C | Goblin | 5E D&D Volo's Guide to Monsters; 5E D&D House (see below); 5E D&D Eberron Rising from the Last War; 5E D&D Explorer's Guide to Wildemount; 5E D&D Plane Shift Ixalan; 5E D&D Plane Shift Zendikar; 5E D&D Tales of Arcana Race Guide;; PF2 Core Rulebook; PF2 Lost Omens Character Guide; 4E D&D Monster Manual; PF Bestiary; 2E D&D Complete Book of Humanoids; B&B Core Rulebook | 5E D&D Monster Manual; 5E D&D Monster Manual Expanded; 5E D&D Monster Manual Expanded 2; PF2 Bestiary; 13th Age Core Book; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 2; 4E D&D MV Threats to Nentir Vale (Daggerburg); PF Bestiary; 2E D&D Monstrous Manual; AGE Fantasy Age Basic Rulebook; Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition; Savage Worlds Fantasy Companion; |
- | R | - | VR | Goblin - desert | 3E D&D Sandstorm (bhukas); PF + AGE Midgard Campaign Setting (dust) | 5E D&D Tome of Beasts (dust); 5E D&D Creature Codex (dust); 3E D&D Sandstorm (bhukas) |
- | R | - | VR | Goblin - snow / ice | PF2 Core Rulebook; B&B Core Rulebook (goblin + coldsoul) | Savage Worlds Hellfrost Bestiary |
VR | VR | - | VR | Goblins - unique/specific | - | D&D 5E Tome of Horrors (elemental); 5E D&D Creature Codex chaos & shadow); 3E D&D Expanded Psionics Handbook (blue) |
- | R | - | - | Halfling - jungle | 5E D&D House (see below); 2E D&D Complete Book of Gnomes & Halflings (as Athasian); | 4E D&D Dark Sun Creature Catalog |
C | - | - | - | Halfling - lightfoot/standard | 5E D&D Player's Handbook; 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 5E D&D Tales of Arcana Race Guide (kinderkin); PF2 Core Rulebook; PF2 Lost Omens Character Guide; 13th Age Core Book; 4E D&D Player's Handbook; 3E D&D Races of the Wild; 3E D&D Kingdoms of Kalamar Player's Guide; 2E D&D Complete Book of Gnomes & Halflings; 2E D&D Player's Handbook; 2E D&D Dragon Magazine #262 (name generator); AGE Fantasy Age Basic Rulebook; B&B Core Rulebook (see below); Savage Worlds Adventure Edition (half-folk); Savage Worlds Deluxe Edition (half-folk); Savage Worlds Fantasy Companion (half-folk); | 4E D&D Monster Vault; 4E D&D Monster Manual; 2E D&D Monstrous Manual; Savage Worlds Fantasy Companion (half-folk); |
- | UC | - | - | Halfling - lotusden | 5E D&D Explorer's Guide to Wildemount; 5E D&D House (see below) | - |
- | R | - | - | Halfling - polar | 5E D&D Midgard Heroes Handbook (winterfolk); 2E D&D Complete Book of Gnomes & Halflings (furchin); B&B Core Rulebook (halfling + coldsoul); Savage Worlds Hellfrost Player's Guide (engro) | Savage Worlds Hellfrost Bestiary (engro); |
VR | - | R | - | Halfling - shoal/aquatic | 3E D&D Stormwrack; 3E D&D Races of Destiny (as human sea-kin); B&B Core Rulebook (halfling + watersoul) | - |
C | R | - | - | Halfling - stout | 5E D&D Player's Handbook; 5E D&D Mordenkainen's Tome of Foes; 5E D&D House (see below); 5E D&D Adventures in Middle Earth Player's Guide (hobbit); PF2 Core Rulebook (hillock); 4E D&D Advanced Player's Guide (shire); 2E D&D Complete Book of Gnomes & Halflings; | 2E D&D Monstrous Manual |
VR | R | - | - | Halfling - unique/specific | 5E D&D Dragonlance Shadow of the Dragon Queen (kender); 3E D&D Forgotten Realms Campaign Setting (ghostwise); 3E D&D Book of Vile Darkness (jerren); 3E D&D Nyame African Adventures (agogwe); 3E D&D Kingdoms of Kalamar Player's Guide (golden); 2E D&D Complete Book of Gnomes & Halflings (kender) | 5E D&D Dragonlance Shadow of the Dragon Queen (kender); |
- | - | - | UC | Jermlaine | - | 5E D&D Mordenkainen's Fiendish Folio 1; 2E D&D Monstrous Manual (under gremlin); 2E D&D Dragon Magazine #262 (ecology); |
- | R | - | - | Kech | - | 1E D&D Monster Manual II |
- | R | - | R | Xvart | - | 5E D&D Volo's Guide to Monsters; 5E D&D Monster Manual Expanded 2; 4E D&D Monster Manual 3 (as xivort - shadow fey) |
VR | VR | - | VR | Sci-Fi Species (select from table below) | - | - |
SCI-FI SPECIES
Civ | Wild | Aqua | UG | Race / Species / Monster | Player Character traits | Monster stat blocks |
---|---|---|---|---|---|---|
UC | - | - | R | Dwarf | SF Starfinder Core Rulebook | - |
R | - | - | R | Ferran | SF Dead Suns AP book 2 | SF Dead Suns AP book 2 |
UC | - | - | - | Gnome | SF Starfinder Core Rulebook | - |
UC | R | - | R | Goblin - Space | SF Alien Archive | SF Alien Archive |
UC | - | - | - | Halfling | SF Starfinder Core Rulebook | - |
R | C | - | VR | Jawa | d20 Ultimate Alien Anthology; Cypher, Year Zero sci-fi site; B&B Core Rulebook | Saga Force Unleashed Campaign Guide |
R | R | - | - | Kerkoiden | Saga Clone Wars Campaign Guide; Cypher, Year Zero sci-fi site; | - |
UC | - | - | - | Ugnaught | - | Saga Force Unleashed Campaign Guide |
R | VR | - | - | Zelchor | - | 5E D&D Esper Genesis Threats Database |
VR | VR | - | VR | Fantasy Species (select from table above) | - | - |
INDIVIDUAL RACE FEATURES
DWARF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Racial descriptions for typical dwarves can be found in many products. 5E D&D Mordenkainen's Tome of Foes has a massive amount of lore on the dwarves.
DWARF SUBRACES
CELESTIAL DWARF
Game Statistics & Lore. 5E D&D as the jade dwarf in the En5ider article Children of the Earth.
Further Lore & Roleplaying Ideas. This subrace represents an aasimar-styled dwarf. In the Kage setting they are green-skinned and known as jade dwarves.
DEEP DWARF
Game Statistics & Lore. 5e D&D Mordenkainen's Tome of Foes chapter 3 and Sword Coast Adventurer's Guide chapter 3.
Further Lore & Roleplaying Ideas. On Kage these dwarves are known as stone dwarves and make use of the non-magical option presented. In the Forgotten Realms and other official D&D settings, these dwarves are known as duergar. Duergar are known to possess magical or even psionic abilities - something they likely developed when enslaved by the mind flayers.
DESERT DWARF
Game Statistics & Lore. 5e D&D (House - see below).
Further Lore & Roleplaying Ideas. These dwarves are based upon the ever-toiling dwarves of the 2E & 4E Dark Sun setting. These dwarves always have a focus. Something the be working towards that cannot be achieved in less that a week. If you play one of these dwarves think carefully about what your current focus is. See the source books for ideas.
FROST DWARF
Game Statistics & Lore. House (see below).
Further Lore & Roleplaying Ideas. Frost dwarves work with ice as well as stone. They have adapted to harsh, wintry conditions. They may also be known as ice dwarves (that is what they are called in Kage).
Detailed Frost Dwarf Lore we have written.
HILL DWARF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. This is the most common subrace of dwarf. It is used to represent the earth dwarves of Kage.
MOUNTAIN DWARF
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
VOLCANO DWARF
Game Statistics & Lore. House (see below).
Further Lore & Roleplaying Ideas. Other appropriate names for these dwarves could be magma or obsidian dwarves. For African-styled settings these features could represent utuchekulu from the 3E D&D Nyambe: African Adventures by Atlas Games.
WILD DWARF
Game Statistics & Lore. As flint dwarf in En5ider article Children of the Earth.
Further Lore & Roleplaying Ideas. Wild dwarves are typically primitive cave or hut dwellers. They don't build elaborate holds or work forges like other dwarves. On Kage these are known as flint dwarves. For Oriental-styled settings they would be appropriate for korobokuru (as presented in the 1E & 3E D&D Oriental Adventures books).
GAME MECHANICS
Dungeons & Dragons 5E
Altered Dwarf Traits
- Dwarven Combat Training. If using weapon groups, replace the weapon proficiencies listed with: Axes & Picks (Simple + battleaxe) and Hammers & Maces (Simple + warhammer).
DWARF SUBRACES
CELESTIAL DWARF
Altered Celestial Dwarf Traits
- Dwarven Combat Training. If using weapon groups, replace the weapon proficiencies listed with: Short Blades (Simple + Shortsword) and Long Blades (Simple).
Typical Celestial Dwarf Drawbacks
- Honorable (Minor). Hill dwarves have a lot of racial pride to uphold.
- Loyal (Minor). The bravery and steadfastness of these dwarves is legendary.
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
Bonus Proficiencies. For each minor drawback assigned to a celestial dwarf, you select one of the following: Endurance, Crossbows (Simple + Martial), Shields (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, or mason's tools or one relevant language.
DEEP DWARF
Altered Deep Dwarf Traits
- Duergar Magic. This feature is not automatically granted to all deep dwarves. It has been moved to a racial feat.
Typical Deep Dwarf Drawbacks
- Outsider (Minor). Duergar are reclusive at best, but more likely hostile.
- Sunlight Sensitivity (Major). Your senses and skin have adapted to a life underground.
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
Bonus Proficiencies. For each minor drawback assigned to a deep dwarf, you select one of the following: Endurance, Perception, Stealth, Shields (Simple + Martial), Spears (Simple), smith's tools, or mason's tools or one relevant language.
Bonus Racial Feat. For the major drawback assigned to a deep dwarf, you select one dwarf racial feat. For typical D&D duergar this is the Duergar Magic racial feat. For some settings where deep dwarves were not enslaved by mind flayers and did not develop magical or psionic powers, you are free to choose any dwarf racial trait.
DESERT DWARF
Desert Dwarf Traits
- Ability Score Increase. Your Strength score increases by 1.
- Magic Resistance. You have advantage on saving throws against spells and other magical effects.
And then choose ONE of the following:
- Wild Talent. You know one random cantrip from a spell list of your choice. You do not need any components to cast this spell and Charisma is your spellcasting ability for it. All races of the Dark Sun setting typically have latent psionic ability.
- Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Use this feature for desert dwarves from standard settings. Dark Sun dwarves are free to choose this too if they do not wish to be Wild Talents.
Typical Desert Dwarf Drawbacks
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
- Aversion - Arcane Magic (Minor). The -2 penalty applies to your spell attack rolls and the DC to save against your spells is reduced by 2. These penalties do not apply to spells cast as from your Wild Talent or spells selected from the cleric, druid, paladin, or ranger lists.
- Honorable (Minor). Desert dwarves have a lot of racial pride to uphold.
- Obsession (Minor). This obsession is your focus. When you have a chance to be toiling on your focus it is hard to get you to focus on anything else.
- Primitive (Minor). This is typical for the dwarves of Dark Sun, where metal is very rare.
Bonus Proficiencies. For each minor drawback assigned to a desert dwarf, you select one of the following: Athletics, Endurance, History, Nature, Survival, Brawling (Simple), Clubs & Staffs (Simple), Spears (Simple), or any one tool kit or vehicle group that is related to your focus or one relevant language.
FROST DWARF
Frost Dwarf Traits
As an ice dwarf, you are heavier (average 160 pounds) than other dwarves. You are intuitive and very well adapted to the cold climate.
- Ability Score Increase. Your Wisdom score increases by 1.
- Cold Resilience. You have advantage on saving throws versus cold attacks and have resistance to cold damage.
- Dwarven Combat Training. Add warpick to the proficiencies granted. If using weapon groups, add this weapon to the Axes & Picks proficiencies.
- Frost Born. You're also naturally adapted to cold climes, as described in chapter 5 of the Dungeon Master's Guide. Also, when traveling through or leading others through terrain affected by snow or ice, your overland travel rate is not slowed. Furthermore, you have advantage on Dexterity saves to keep your footing due to icy ground (including that created by magic).
- Heat Weakness. You roll saving throws or ability checks to resist the effects of heat or fire damage with disadvantage.
Typical Frost Dwarf Drawbacks
- Honorable (Minor). Frost dwarves have a lot of racial pride to uphold.
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
Bonus Proficiencies. For each minor drawback assigned to a frost dwarf, you select one of the following: Endurance, Survival, Light armor, Medium armor (requires light armor first), Shields (Simple + Martial), smith's tools, ice-carver's tools, or mason's tools or one relevant language.
HILL DWARF
Typical Hill Dwarf Drawbacks
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
- Honorable (Minor). Hill dwarves have a lot of racial pride to uphold.
- Landlubber (Minor). Many dwarves are not at home without the solidity of earth under their feet. (You can only benefit from this drawback if water travel is likely in your campaign).
Bonus Proficiencies. For each minor drawback assigned to a hill dwarf, you select one of the following: Endurance, Crossbows (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools or one relevant language.
MOUNTAIN DWARF
Typical Mountain Dwarf Drawbacks
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
- Honorable (Minor). Mountain dwarves have a lot of racial pride to uphold.
- Landlubber (Minor). Many dwarves are not at home without the solidity of earth under their feet. (You can only benefit from this drawback if water travel is likely in your campaign).
Bonus Proficiencies. For each minor drawback assigned to a mountain dwarf, you select one of the following: Endurance, History, Crossbows (Simple + Martial), Shields (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools or one relevant language.
VOLCANO DWARF
Volcano Dwarf Traits
- Ability Score Increase. Your Strength score increases by 1.
- Heat Born. You're naturally adapted to hot climes, as described in chapter 5 of the Dungeon Master's Guide. Furthermore, you have resistance against fire damage.
- Flesh Feast. You are able to perform the Flesh Feast ritual, as outlined in Children of the Earth
- Cold Weakness. You roll saving throws or ability checks to resist the effects of cold weather or cold damage with disadvantage.
Typical Volcano Dwarf Drawbacks
- Haughty (Minor). Volcano dwarves not only have a lot of racial pride, they take personal pride to whole new levels, to the point of assuming leadership in groups of non-obsidian dwarves, even if not suited to the task.
- Illiterate (Minor). Individual shamans and priests may know runes, but the typical clan member does not.
- Outsider (Minor). Volcano dwarves are often violent, abrasive and their cannibalistic nature gets in the way of relations with other races.
- Primitive (Minor). Volcano dwarves do not work with metal, but favour stone, including, of course, obsidian.
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
Bonus Proficiencies. For each minor drawback assigned to a volcano dwarf, you select one of the following: Athletics, Endurance, Survival, Spears (Simple + Martial), cooking utensils, herbalist kit, smith's tools or mason's tools or one relevant language.
WILD DWARF
Typical Wild Dwarf Drawbacks
- Dullard (Minor). Wild dwarves are simply not as sophisticated or learned as other races.
- Illiterate (Minor). Wild dwarves are typically too concerned with survival and have lost the tradition of rune-writing. Individual shamans and priests may know runes, but the typical clan member does not.
- Outsider (Minor). Wild dwarves are often violent, primitive or both and have little to do with other races if they can help it.
- Primitive (Minor). Wild dwarves rely upon weapons and tools easily crafted from their environment.
- Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
Bonus Proficiencies. For each minor drawback assigned to a wild dwarf, you select one of the following: Athletics, Endurance, Survival, Blowguns (Simple), Spears (Simple), cooking utensils, herbalist kit, trap making tools or mason's tools or one relevant language.
DWARF RACIAL FEATS
Race Feat & Source Dwarf (deep/duergar) Duergar Magic (House, D&D Racial Feats) Dwarf Boulder Shoulders (House, D&D Racial Feats) Dwarf Dwarven Durability (House, D&D Racial Feats) Dwarf Dwarven Fortitude (Xanathar's Guide to Everything) Dwarf (deep, desert, hill, mountain) Fire Magic (House, D&D General Feats) This is a general feat, but certain dwarves can take it as a racial feat. Dwarf (celestial, deep, hill, mountain) Forge Dwarf (House, D&D Racial Feats) Dwarf Giant Fighting (House, D&D Racial Feats) Dwarf One with the Earth (House, D&D Racial Feats) Dwarf Squat Nimbleness (Xanathar's Guide to Everything) Dwarf Steadfast (House, D&D Racial Feats) Dwarf Stone Forge Mystic (House, D&D Racial Feats) Dwarf Sturdy (House, D&D Racial Feats) Dwarf (desert) Wasteland Wanderer (House, D&D Racial Feats) Dwarf Warden of the Dead (House, D&D General Feats) This is a general feat, but dwarves can take it as a racial feat. > Dwarf (wild) Wild Survivor (House, D&D General Feats) This is a general feat, but certain dwarves can take it as a racial feat.
GNOME
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Racial descriptions for typical gnomes can be found in many products. 5E D&D Mordenkainen's Tome of Foes chapter 5 contains a wealth of lore for all gnomes.
GNOME SUBRACES
DEEP GNOME
Game Statistics & Lore. 5e D&D Mordenkainen's Tome of Foes chapter 5, 5E D&D Sword Coast Adventurer's Guide chapter 3 and Elemental Evil Player's Companion (all same material).
Further Lore & Roleplaying Ideas. In many standard D&D settings, these gnomes are known as svirfneblin, and like other Underdark races they typically have magical powers.
FEY GNOME
Game Statistics & Lore. House (see below).
Further Lore & Roleplaying Ideas. Fey gnomes represent the ones native to the Feywild, made common in 4E D&D.
FOREST GNOME
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
ROCK GNOME
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
GAME MECHANICS
Dungeons & Dragons 5E
GNOME SUBRACES
DEEP GNOME
Typical Deep Gnome Drawbacks
- Anti-Social (Minor). Deep gnomes avoid encounters with other beings.
- Outsider (Minor). Deep gnomes are extremely reclusive and do not trust others, and are oddities to most other races.
- Sunlight Sensitivity (Major). Your senses and skin have adapted to a life underground.
Bonus Proficiencies. For each minor drawback assigned to a deep gnome, you select one of the following: Endurance, Investigation, Perception, Stealth, Axes & Picks (Simple), jeweler's tools or mason's tools or one relevant language.
Bonus Racial Feat. For the major drawback assigned to a deep gnome, you select one gnome racial feat. For D&D svirfneblin this is usually the Deep Gnome Magic racial feat.
FEY GNOME
Fey Gnome Traits
- Ability Score Increase. Your Charisma score increases by 1.
- Extra Language. You can speak, read and write either Elven or Sylvan.
- Fade Away. When you take damage, you can use your reaction to turn invisible. You remain invisible until you attack, cast a spell, or until the end of your next turn. You must finish a short rest before you can use this feature again.
- Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- Reactive Stealth. If you have any cover or concealment when you make an Initiative check, you can also make a Dexterity (Stealth) check to hide.
Typical Fey Gnome Drawbacks
- Weak (Minor OR Major). All gnomes are small and this limits their physical power.
- Insensitive (Minor). Fey gnomes are often unaware of the effects their tricks and deceptions may have on others. Or they simply don't care.
Bonus Proficiencies. For each minor drawback assigned to a fey gnome, you select one of the following: Animal Handling, Arcana, Nature, Perception, Persuasion, Stealth, Survival, woodcarver's tools, herbalism kit or a instrument group (or one instrument group if using our grouped proficiencies house rule) or one relevant language.
Bonus Racial Feat. For each racial major drawback you start with, you select one gnome racial feat.
FOREST GNOME
Forest Gnome Drawbacks
- Weak (Minor or Major). All gnomes are small and this limits their physical power.
- Shy (Minor). Forest gnomes rarely mix with other races. Even wood elves are often surprised to find them in their forests sometimes.
Bonus Proficiencies. For each minor drawback assigned to a forest gnome, you select one of the following: Animal Handling, Arcana, Nature, Perception, Stealth, Survival, woodcarver's tools, herbalism kit or musical instrument (or a musical instrument group if using our grouped proficiencies house rule) or one relevant language.
Bonus Racial Feat. For each racial major drawback you start with, you select one gnome racial feat.
ROCK GNOME
Rock Gnome Drawbacks
- Weak (Minor OR Major). All gnomes are small and this limits their physical power.
- Vague (Minor). Tinker gnomes focus intently on their work, but often pay little attention to the people and world around them.
Bonus Proficiencies. For each minor drawback assigned to a rock gnome, you select one of the following: Arcana, Investigation, Crossbows (Simple + Martial), set of artisan's tools, or Thieves' tools or one relevant language.
Bonus Racial Feat. For each racial major drawback you start with, you select one gnome racial feat.
GNOME RACIAL FEATS
Race Feat & Source Gnome (deep) Deep Gnome Magic (Mordenkainen's Tome of Foes chapter 5 and Sword Coast Adventurer's Guide chapter 3) Gnome (deep, rock) Earth Magic (House, General D&D Feats) This is a general feat, but deep gnomes can take it as a racial feat. Gnome Fade Away (Xanathar's Guide to Everything AND extra House rules feature (D&D Racial Feats) Gnome Fey Familiar (House, D&D Racial Feats) Gnome (fey) Fey Magic (House, D&D Racial Feats) Gnome Light Frame (House, D&D Racial Feats) Gnome Squat Nimbleness (Xanathar's Guide to Everything) Gnome (forest) Wild Survivor (House, D&D General Feats) This is a general feat, but certain gnomes can take it as a racial feat. Gnome (forest) Woods Magic (House, D&D Racial Feats)
HALFLING
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Racial descriptions for halflings can be found in many products, from all editions of D&D, to the Hobbits of Tolkien's Middle Earth and the 13th Age core book. 5E D&D Mordenkainen's Tome of Foes chapter 5 contains a wealth of lore for all halflings.
HALFLING SUBRACES
LIGHTFOOT HALFLING
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
JUNGLE HALFLING
Game Statistics & Lore. 5e D&D (House - see below).
Further Lore & Roleplaying Ideas. These halflings are based on cannibalistic nature-loving halflings of the 2E & 4E Dark Sun setting.
LOTUSDEN (WOODLAND) HALFLING
Game Statistics & Lore. 5e D&D Explorer's Guide to Wildemount chapter 4
Further Lore & Roleplaying Ideas.
STOUT HALFLING
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas.
GAME MECHANICS
Dungeons & Dragons 5E
HALFLING SUBRACES
LIGHTFOOT HALFLING
Typical Lightfoot Drawbacks
- Weak (Minor OR Major). All halflings are small which limits their physical strength.
Bonus Proficiencies. For each minor drawback assigned to a lightfoot halfling, you select one of the following: Acrobatics, Animal handling, Persuasion, Stealth, Thrown & Slings (Simple), any 1 vehicle (or vehicle group if using our grouped proficiency house rule) or one relevant language.
Bonus Racial Feat. For each racial major drawback you start with, you select one halfling racial feat.
JUNGLE HALFLING
Jungle Halfling Traits
- Ability Score Increase. Your Wisdom score increases by 1.
- Poison Resistance. You have advantage on saving throws against poison and you have resistance to poison damage.
And then choose ONE of the following:
- Wild Talent. You know one random cantrip from a spell list of your choice. This cantrip cannot be one that deals damage. You do not need any components to cast this spell and Charisma is your spellcasting ability for it. Halflings of the Dark Sun setting typically have latent psionic ability.
- Fleet of Foot. Your base walking speed increases to 30 feet. Dark Sun halflings are free to choose this too if they do not wish to be Wild Talents.
Typical Jungle Halfling Drawbacks
- Weak (Minor). All halflings are small which limits their physical strength.
- Curious (Minor): Jungle halflings are intrigued by other cultures and like to learn why others act the way they do. A wide variety of experience is encouraged by the teachings of the tribal witch doctors.
- Outsider (Minor). Jungle halflings possess a great deal of racial unity, but have trouble communicating with other cultures. Other races, that have heard of the halflings' strange customs (notably cannibalism) are also reluctant to get too close to these little guys from a strange land.
- Loyal (Minor). Applies the jungle halfling subrace as a whole. Jungle halfling culture is very unified.
- Primitive (Minor). This is typical for the elves of Dark Sun, where metal is very rare.
- Illiterate (Minor). Jungle halflings do not communicate with the written word.
Bonus Proficiencies. For each minor drawback assigned to a jungle halfling, you select one of the following: Acrobatics, Endurance, Nature, Stealth, Survival, Blowguns (Simple + Martial), Brawling weapons (Simple + Martial), Spears (Simple), Thrown & Slings (Simple + Martial) or herbalism kit or one relevant language.
LOTUSDEN (WOODLAND) HALFLING
Typical Jungle Halfling Drawbacks
- Weak (Minor). All halflings are small which limits their physical strength.
- Outsider (Minor). Woodland halflings are reclusive and insular.
Bonus Proficiencies. For each minor drawback assigned to a lotusden halfling, you select one of the following: Animal Handling, Nature, Stealth, Survival, Bows (S), Spears (Simple), Thrown & Slings (Simple + Martial) or herbalism kit or one relevant language.
STOUT HALFLING
Typical Stout Drawbacks
- Weak (Minor). All halflings are small which limits their physical strength.
Bonus Proficiencies. For each minor drawback assigned to a stout halfling, you select one of the following: Endurance, Animal Handling, Nature, Stealth, Short Blades (Simple), Thrown & Slings (Simple) or one relevant language.
HALFLING RACIAL FEATS
Race Feat & Source Halfling (jungle) Ambusher (House, D&D Racial Feats) Halfling Bountiful Luck (Xanathar's Guide to Everything) Halfling (jungle) Jungle Dweller (House, D&D Racial Feats) Halfling Light Frame (House, D&D Racial Feats) Halfling Second Chance (Xanathar's Guide to Everything) Halfling Squat Nimbleness (Xanathar's Guide to Everything) Halfling (jungle, lotusden) Wild Survivor (House, D&D General Feats) This is a general feat, but certain halflings can take it as a racial feat.
GAME MECHANICS
Dungeons & Dragons 5E