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 | VR | - | - | Alabast | - | 3E D&D The Diamond Throne; |
VR | VR | - | - | Avion (winged humans) | Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition | - |
- | - | - | R | Caligni (dark folk) | - | PF2 Bestiary |
VR | VR | - | VR | Dark folk (shadow touched) | - | 5E D&D Creature Codex |
VR | VR | - | - | Dvati (twin beings) | 3E D&D Dragon Compendium; B&B Core Rulebook | - |
R | R | - | - | Elan (psionic) | 3E D&D Expanded Psionics Handbook | 3E D&D Expanded Psionics Handbook |
- | - | - | UC | Grimlock (blind UD humans) | - | 5E D&D Monster Manual; 5E D&D Monster Manual Expanded; 5E D&D Monster Manual Expanded 2; 4E D&D Monster Manual; 4E D&D Underdark; 3E D&D Dragon Magazine #327 (ecology); 2E D&D Monstrous Manual; |
C | C | - | - | Human standard / generic | 5E D&D Player's Handbook; 5E D&D House (see below); 5E D&D Tales of Arcana Race Guide; PF2 Core Rulebook; 13th Age Core Book; 4E D&D Player's Handbook; 3E D&D Races of Destiny; 3E D&D Oriental Adventures; 3E D&D Arcana Unearthed; 2E D&D Player's Handbook; AGE Fantasy Age Basic Rulebook; B&B Core Rulebook (see below); Savage Worlds Adventure Edition; Savage Worlds Sundered Skies | 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 2; 4E D&D Dark Sun Creature Catalog; 2E D&D Monstrous Manual |
C | UC | - | - | Human - unique / specific | 5E D&D Adventures in Middle Earth Player's Guide (8 cultural groups); 5E D&D Midgard Heroes Handbook (Kariv Wanderers); 5E D&D Plane Shift Dominaria (keldon); 5E D&D Plane Shift Innistrad (4 cultural groups); 5E D&D Tales of Arcana Race Guide (Amazons, Anansi, others under Human); PF2 Core Rulebook; PF2 Lost Omens Character Guide; PF + AGE Midgard Campaign Setting (7 cultural groups); 3E D&D Book of Vile Darkness (vashar); 3E D&D Nyambe African Adventures (12 cultural groups); 3E D&D Kingdoms of Kalamar Player's Guide (6 cultural groups); 2E D&D Domains of Dread (half-Vistani); Savage Worlds Hellfrost Player's Guide (4 cultural groups) | - |
VR | VR | - | - | Illumian | 3E D&D Races of Destiny | - |
VR | - | - | - | Inspired | - | 5E D&D Eberron Rising from the Last War |
R | R | - | - | Kalashtar | 5E D&D Eberron Rising from the Last War; 5E D&D House (see below); 4E D&D Eberron Player's Guide; | 5E D&D Eberron Rising from the Last War |
VR | R | - | - | Kor (pale climbers) | 5E D&D House (see below); 5E D&D Plane Shift Zendikar | - |
R | - | - | - | Lazari | 5E D&D Tales of Arcana Race Guide | - |
VR | R | - | - | Maenad (psionic) | 3E D&D Expanded Psionics Handbook | 3E D&D Expanded Psionics Handbook |
- | - | - | R | Morlock | - | PF Bestiary |
UC | R | - | - | Mul (half desert dwarf) | 4E D&D Dark Sun Campaign Setting; B&B Core Rulebook | 4E D&D Dark Sun Creature Catalog |
- | R | - | - | Ramag | PF Southlands | 5E D&D Tome of Beasts |
VR | UC | - | - | Shifter | 5E D&D Eberron Rising from the Last War; 5E D&D House (see below); 4E D&D Player's Handbook 2; 4E D&D Monster Manual; B&B Core Rulebook | 5E D&D Eberron Rising from the Last War; 4E D&D Monster Manual; 4E D&D MV Threats to Nentir Vale (Tigerclaw); |
VR | VR | VR | VR | Sora | 5E D&D Tales of Arcana Race Guide | - |
VR | VR | - | VR | Twinight (shadow-touched) | 5E D&D Tales of Arcana Race Guide | - |
R | R | - | - | Verrik | 5E D&D House (see below); 3E D&D Arcana Unearthed; B&B Core Rulebook | - |
VR | R | - | - | Xeph (psionic) | 3E D&D Expanded Psionics Handbook; B&B Heritages | 3E D&D Expanded Psionics Handbook |
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 |
---|---|---|---|---|---|---|
R | - | - | - | Chiss | Saga Legacy Era Campaign Guide; Saga Force Unleashed Campaign Guide; d20 Ultimate Alien Anthology; 5E D&D, Cypher sci-fi site | - |
R | - | - | - | Dressellian | d20 Ultimate Alien Anthology; Cypher, Year Zero sci-fi site | - |
C | R | - | - | Human (generic) | 5E D&D Esper Genesis Core Manual; 5E D&D Spaceships & Starwyrms; Saga Star Wars Core Rulebook; SF Starfinder Core Rulebook; d20 Ultimate Alien Anthology; Cypher sci-fi site; d20 Darwin's World; Fragged Fragged Empire Core Rule Book (as Corporation) | - |
UC | R | - | - | Lashunta | SF Starfinder Core Rulebook | - |
C | - | - | - | Lorendi | B&B Core Rulebook | 5E D&D Esper Genesis Threats Database |
R | - | - | - | Nagai | Saga Legacy Era Campaign Guide; Year Zero sci-fi site; | - |
R | - | - | - | Pau'an | Saga Web Enhancement; Cypher sci-fi site; | - |
VR | VR | - | - | Nalurus | Cypher Numenera Character Options | - |
UC | R | - | - | Promethean | 5E D&D Esper Genesis Core Manual | - |
VR | VR | - | - | Spliced | - | Cypher Strange Bestiary |
VR | R | - | - | Taran (tall, no eyes) | Cypher Gods of the Fall | - |
UC | R | - | - | Twi-far | Fragged Protagonist Archive | - |
UC | - | - | VR | Umbaran | Saga Clone Wars Campaign Guide; d20 Ultimate Alien Anthology; B&B Core Rulebook | - |
UC | - | - | - | Veerux (xenophobic humans) | 5E D&D Spaceships & Starwyrms; | 5E D&D Spaceships & Starwyrms; |
UC | - | - | - | Verthani | SF Alien Archive | SF Alien Archive |
UC | R | - | - | Zabrak | Saga Star Wars Core Rulebook; d20 Ultimate Alien Anthology; 5E D&D, Cypher, Year Zero sci-fi site; B&B Core Rulebook | - |
R | VR | - | - | Zargon | 5E D&D Tales of Arcana Race Guide | - |
UC | - | - | - | Zeltron | Saga Legacy Era Campaign Guide; d20 Ultimate Alien Anthology; Cypher, Year Zero sci-fi site; | - |
VR | VR | - | - | Fantasy Species (select from table above) | - | - |
INDIVIDUAL RACE FEATURES
HUMAN
Game Statistics & Lore. 5e D&D Player's Handbook chapter 2.
Further Lore & Roleplaying Ideas. Racial descriptions for typical humans can be found in many products. The 3E Races of Destiny is a good source for a more detailed look at humans and their place in the D&D world.
GAME MECHANICS
Dungeons & Dragons 5E
HUMAN SUBRACES
Humans do not generally have subraces, though these may be possible in various settings.
Altered Human Traits
As we use feats, the 'Variant Human Traits' can be used. (Again, human traits may even be assigned by 'subrace' if the DM decides to develop them for individual settings).
Typical Human Drawbacks
As humans are the baseline to which others are compared and they vary considerably, there are no set drawbacks common to all humans. DMs are encouraged to assign specific flaws to humans of a certain region, culture or 'subrace'.
HUMAN RACIAL FEATS
Race Feat & Source Human Heroic Destiny (House, D&D Racial Feats) Human Prodigy (Xanathar's Guide to Everything) Human Surging Destiny (House, D&D Racial Feats) Human Unwavering Destiny (House, D&D Racial Feats)
KALASHTAR
Game Statistics & Lore. 5E D&D Eberron Rising from the Last War;
Further Lore & Roleplaying Ideas. Kalashtar were a player race from Eberron campaign setting. The 3rd edition description could be used, just as easily as the 4th Edition version from the Eberron Player's Guide. They are basically humans whose ancestors fled the plane of dreams. They have innate psionic ability.
GAME MECHANICS
Dungeons & Dragons 5E
Typical Kalashtar Drawbacks
Being very human-like there are no drawbacks common to all kalashtar. They already come with quirks that play on their mental instability, but players wishing to take this further may take the Unstable (Minor) drawback.
Bonus Proficiencies. If you decide to take the Unstable drawback, you select one of the following: Insight, Intimidation, Performance or Persuasion or one relevant language.
KALASHTAR RACIAL FEATS
Race Feat & Source Kalashtar Bastion of Mental Clarity (House, D&D Racial Feats) Kalashtar Group Mind Link (House, D&D Racial Feats) Kalashtar Quori Shield (House, D&D Racial Feats) Kalashtar Telepathic Sensitivity (House, D&D Racial Feats)
KOR
Game Statistics & Lore. 5e D&D Magic the Gathering Planeshift - Zendikar
Further Lore & Roleplaying Ideas. Kor are a near-human race with pale skin and elongated skulls. They are typically nomadic and excellent climbers. For further lore see the MTG Wiki.
GAME MECHANICS
Dungeons & Dragons 5E
Typical Kor Drawbacks
- Stubborn (Minor) OR Dullard (Minor) OR Weak. Kor do not have consistent deficiencies, but these three are common enough. Though athletic, they have light builds, they restrict their learning to their own traditions and mostly keep the company of their own.
- Honor-bound (Minor) OR Loyal. Kor ideals embody an ordered, harmonious approach with strong traditions binding them together.
- Outsider (Minor). Kor togetherness does not endear them to other races.
Bonus Proficiencies. For each minor drawback assigned to a kor, you select one of the following: Animal Handling, Endurance, History, Nature, Religion, Survival, Brawling Weapons (Simple + Martial), Hooks & Sickles (Simple + Martial), or Nets Whips & Chains (Simple + Martial) or one relevant language.
KOR RACIAL FEATS
Race Feat & Source Kor Determined (House, D&D Racial Feats) Kor Earth Magic (House, D&D General Feats) This is a general feat, but kor can take it as a racial feat. Kor Stone Forge Mystic (House, D&D Racial Feats) Kor Unwavering Destiny (House, D&D Racial Feats)
SHIFTER
Game Statistics & Lore. 5E D&D Eberron Rising from the Last War;
Further Lore & Roleplaying Ideas. Shifters are characters with some lycanthropic blood that have long been associated with the Dungeons & Dragons setting of Eberron. The 3rd edition description could be used, just as easily as the 4th Edition version from the Player's Handbook 2.
GAME MECHANICS
Dungeons & Dragons 5E
SHIFTER SUBRACES
BEASTHIDE SHIFTER
Typical Beasthide Shifter Drawbacks
- Stubborn (Minor). This is a common drawback for the larger beasthides.
- Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.
Bonus Proficiencies. For each minor drawback assigned to a beasthide shifter, you select one of the following: Endurance, Intimidation, Survival, or Natural weapons (claws can be used for unarmed strikes) or one relevant language.
LONGTOOTH SHIFTER
Typical Longtooth Shifter Drawbacks
- Loyal (Minor). Longtooth shifters typically develop strong bonds with their allies and treat them as a pack to be protected.
- Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.
Bonus Proficiencies. For each minor drawback assigned to a longtooth shifter, you select one of the following: Athletics, Acrobatics, Endurance, Survival, or Natural weapons or one relevant language.
SWIFTSTRIDE SHIFTER
Typical Swiftstride Shifter Drawbacks
- Curious (Minor) OR Haughty (Minor). Swiftstrikes often take on the aloofness of a feline or the curiosity of a young feline or rodent.
- Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.
Bonus Proficiencies. For each minor drawback assigned to a swiftstride shifter, you select one of the following: Athletics, Stealth, Survival, Brawling weapons (Simple), Natural weapons or one relevant language.
WILDHUNT SHIFTER
Typical Wildhunt Shifter Drawbacks
- Cautious (Minor). Wildhunt shifters are constantly alert and looking for threats.
- Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.
Bonus Proficiencies. For each minor drawback assigned to a wildhunt shifter, you select one of the following: Athletics, Endurance, Insight, Nature, Stealth, Natural weapons or one relevant language.
SHIFTER RACIAL FEATS
Race Feat & Source Shifter (swiftstride or wildhunt) Ambusher (House, D&D Racial Feats) Shifter (swiftstride or wildhunt) Battle Ready (House, D&D Racial Feats) Shifter (beasthide) Bear Hug (House, D&D Racial Feats) Shifter Beast Affinity (1 type based upon heritage/totem) (House, D&D Racial Feats) Shifter (swiftstride) Cliffwalk Shifting (House, D&D Racial Feats) Shifter (longtooth or swiftstride) Go For The Throat (House, D&D Racial Feats) Shifter (longtooth) Howl (House, D&D Racial Feats) Shifter (longtooth) Pack Instincts (House, D&D Racial Feats) Shifter (beasthide) Roar (House, D&D Racial Feats) Shifter Shifting Affinity (House, D&D Racial Feats) Shifter (beasthide) Thick Hide (House, D&D Racial Feats) Shifter Wild Survivor (House, D&D General Feats) This is a general feat, but shifters can take it as a racial feat.
VERRIK
Game Statistics & Lore. 5e D&D House, (see below). Original appearance and lore in 3E D&D compatible Monte Cook's Arcana Unearthed chapter 2.
Further Lore & Roleplaying Ideas. Verrik are red-skinned, highly intelligent human-like beings from the Diamond Throne setting.
GAME MECHANICS
Dungeons & Dragons 5E
Verrik Traits
- Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
- Sensory Control. As a bonus action or a reaction a verrik can shut down any number of their senses. Doing so means you apply one or more of the following until you spend another bonus action or reaction to return your senses:
- Apply the blinded condition.
- Apply the deafened condition.
- Loss of smell should provide advantages against scent-induced sickness/attacks.
- Shutting off touch means you do not suffer penalties from pain (such as from spells and sometimes poisons). You ignore the effects of extreme heat and cold, as described in chapter 5 of the Dungeon Master's Guide. Without touch, you have disadvantage on all Strength, Dexterity and Constitution checks, and attack rolls made with these abilities.
- Telepathy: Verrik can communicate telepathically with any creature within 30 feet (Near range for our house rules) that has a language.
- Verrik Psionics. You know the mage hand cantrip and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the command spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components and you can use your Telepathy trait rather than verbalising them.
- Size. Medium.
- Speed. Base speed is 30 feet.
- Languages. Verrik and Common.
Typical Verrik Drawbacks
- Outsider (Minor). Despite appearing mostly human, verrik neither think nor feel like humans and often have difficulty relating to other races.
- Anti-Social (Minor) OR Weak (Minor). Verrik can come across as aloof or self-centered and very few of them have large builds.
Bonus Proficiencies. For every minor drawback assigned to a verrik character, choose one of the following: Acrobatics, Arcana, Intimidation, Investigation or calligrapher's supplies or one relevant language.
VERRIK RACIAL FEATS
Race Feat & Source Verrik Mind Stab (House, D&D Racial Feats)
GAME MECHANICS
Dungeons & Dragons 5E