Talk:Races (5A)

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Elf

Elves are somewhat shorter and thinner than humans, but still medium in size. Resembling adolescent humans in both build and mentality, elves are impulsive, intense, and full of life.

Elves were originally one people, but have descended into tribalism. Because elves magically adapt to their surroundings, the elven tribes are quite different. High elves and wood elves are described in the PHB. Genasi are elves in Greyhawk, which affects their appearance but not much else. New kinds of elves are introduced here.

Elves are physically adult around age 20, but are not considered socially adult until they reach about a century of age. An important reason for this is that it takes a long time to master elven trance, this meditation to be extremely important, and the only way for an elf to process their immense pool of memories so they can remain sane over their long lives. This means elves retain only select memories of their long lives, giving up many mundane details. Gruach put less emphasis on this, but they keep doing it because they value the practical aspects of constant alertness.

Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience and mastery of the elven trance. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from 4 to over 5 feet tall and have slender builds, resembling adolescent humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.

Dark Elf

The dark elves or Drow worship lolth and rebelled against the Grey Elves at her command far back in history, alienating themselves from other elves. Forgotten and considered a legend, contact with the Drow resumed about 200 years ago, and small communities of Drow live as exiles or merchants among humans.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60. You can give up this ability in order to avoid having Sunlight Sensitivity.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, learn the Faerie Fire and can cast spell once with this trait and regain the ability to do so when you finish a long rest. If you do not have a spellcasting attribute from your class, Charisma is your spellcasting ability for these spells. Darkness removed
  • Drow Weapon Training. You have proficiency with scimitars, shortswords, and hand crossbows.

Fey Elf

Eladrin (MToF) The unruly cousins of grey elves, fey are the rustic nobility of faerie. Unlike Grey Elves who isolate themselves in fortresses in fairy, fey elves are fully adopted to fairy and take part in its incessant changes. The Valley Elves of the Valley of the Mage are also fey elves. Fey elves see themselves as the nobility and law-keepers of fairy. To outsiders the laws they keep seem very much their own whims. Some have human colors, others have saturated hues from the wild places they live or change coloration as they change seasons.

Source: Mordenkainen's Tome of Foes

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:

Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
Summer is the season of boldness and aggression, a time of unfettered energy.

Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.

When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this ability a number of times equal to your Proficency Bonus, and regain all uses at the end of a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Grey Elf

Sometimes called Sentry Elves, the Grey Elves are the original elves who lived in mountain fastnesses in what is today the Hellfurnaces. They preserve the curiosity and intellect that originally let them decipher the secrets of magic, but have not undergone the adaptations that other elves have. This may be why they are called grey, as opposed to the green (wood), light (high), brown (wild), or blue (sea) elves. They live as royalty among high elves (They royal family of Celene are grey elves) or in great citadel-cities in fairy, located in strategic locations to guard a planar boundary or to defend against some primordial evil. They come out of their cities to trade, explore, and mingle with high elves, fey elves, and occasionally other people.

They share the High Elves human skin tones, with eyes and sometimes hair of metallic colors; silver, gold, dark iron, or even metallic blues and greens.

  • Ability Score Increase. Your Intelligence score increases by 2.

High Elf

High Elves are the elite of elves in Greyhawk as far as most people know. Those who know of grey elves may think of them as elven royalty, while the high elves are elven nobility. Neither is really true. High elves often live as a kind of nobility among wood elves, but the gruach disdain them. Still, high elves are the most cosmopolitan of elves, and generally represent all elves in relations with other races.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
  • Elf Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and longbow.
  • Extra Language. You can read, speak, and write one additional language of your choice.

Sea Elf

Sea Elf Sea elves withdrew further than most other elves, entering an entirely separate element. The increase in sea travel, along with the advances of undersea evil has ended this isolation. These days they are somewhat coming back into contact with both elves and other surface races. Devotees or Deep Sahelas, a god of uncertain origins or perhaps an ancient sea-elf leader, sea elves emulate their exemplar in his protective aspect, but also in tribalism.

Source: Mordenkainen's Tome of Foes

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

  • Ability Score Increase. Your Strength score increases by 1.
  • Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
  • Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
  • Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. You can use Charisma (Animal Handling) when dealing with them.
  • Languages. You can speak, read, and write Aquan.

Shadow Fey

Formerly exiled to the Shadowfell, where many of them still live, Shadow Fey, Shadow Elves, or Shadar-Kai lack the joy innate to most elves, instead being withdrawn or even morose. In the Shadowfell, Shadow Fey live much like the Grey Elves of Fairy, in castle-city-fortresses. Sworn to the service of Sehanine, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.

Source: Mordenkainen's Tome of Foes

  • Ability Score Increase. Your Charisma score increases by 1.
  • Necrotic Resistance. You have resistance to necrotic damage.
  • Moon's Passage. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this ability a number of times equal to your Proficency Bonus, and regain all uses at the end of a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Sky Elf

Source: Unearthed Arcana 46 - Elf Subraces

The winged Avariel are extremely rare, living in the highest peaks of mountains and among the clouds.

  • Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
  • Languages. You can speak, read, and write Auran.

Wild Elf

Gruach, the wild elves of Greyhawk, and are considered barbarians by other elves. They live primitive lives accompanied by the animals that taught them to survive in harsh environments. Wild elves are ruddy or swarthy of complexion with wild hair with colors from the environment or from beasts. Many have the eyes, tails, ears, or other features of animals.

The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.

The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the land that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.

If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper's nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.

  • Ability Score Increase. Your Strength score increases by 1.
  • Grugach Weapon Training. You have proficiency with the great axe, spear, shortbow, and longbow.
  • Cantrip. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.
  • Languages. You speak, read, and write Sylvan. Player character gruach also speak Common, but this is rare among NPC Gruach.

Wood Elf

Wood Elves are the most common elves in the Flanaess. Like the name indicates, they live in sylvan areas and this colors their culture. The common image of elves as elusive archers clothed in green come from wood elves, and they excel as archers and in guerilla warfare.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Elf Weapon Training. You have proficiency with the scimitar, shortsword, shortbow, and longbow.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Aasimar

Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they often rise to the top, becoming revered leaders and honorable heroes.

5A aasimar and tieflings are variant elves. Their births are influenced by the magic of the higher planes. Some are indeed descended from celestials, but most are not.

Greyhawk: Aasimar are rare in the Flanaess, where there is little celestial influence. Veluna may have some, but not many. Instead, they are a force to reckon with in the Celestial Empire, where they are the Mandarin class, administrators and close servants of the emperor. Because aasimar are born randomly in the population, they are seen as a chance for even a humble peasant to be the parents of one of the rulers of the empire.

Source: Source: Volo's Guide to Monsters

Aasimar Traits

  • Ability Score Increase. Your Charisma score increases by 1.
  • Alignment. Due to their celestial heritage, aasimar are often good. However some aasimar fall into evil, rejecting their heritage.
  • Celestial Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast the Lesser Restoration spell once using this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Tiefling

Tieflings are tainted by the lower planes. This can be by parentage, but might also be simply from contact with fiends or the backlash of evil magic, either to the tiefling as a child or to a parent or ancestor. Scientifically speaking they actually become elves due to the change, but this is not recognized, especially among elves.

5A tieflings are less uniform in appearance, and their general frame is like that of elves. All have some fiendish, traits. Choose 2-5 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or blue skin; cast no shadow or reflection; exude a smell of brimstone; eyes that glow, or birthmarks that look like fiendish sigils. Except for color, rarely are these marks are as pronounced as those described in the Player's Handbook.

Greyhawk Many tieflings were born in the Greyhawk Wars in areas plagued by fiends, such as around the Empire of Iuz and the former Great Kingdom. They are less common today than in earlier generations, but still more common in these areas. Theiflings born with more obvious marks of evil are often soon abandoned. This means that many tieflings grow up in as War Orphans in military or religions institutions. Such an upbringing gives a role in society, and acceptance as long as you stick to that role. Other tieflings grow up as street urchins or in isolated rural environments.

Source: Player's Handbook, heavily edited
Roll20: Start as an elf and add features.

Tiefling Features

  • Ability Score Increase. Your Charisma score increases by 1.
  • Age. Tieflings mature at the same rate as humans but potentially live longer. Unlike other elves they do not practice meditation, and this limits their longevity to about two centuries.
  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
  • Hellish Resistance. You have resistance to fire or cold damage, choose one.
  • Languages. You can speak, read, and write Common and either another human language or Abyssal, Infernal, or Primordial. This replaces standard elven languages
  • Fiendish Cantrip: You can cast Thaumaturgy and a single cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for these spells.

Editor's Notes I am not enthused about the multitude of infernal tieflings. My tieflings are variant elves, smaller, more diverse, cuter, but less magically endowed.

Air Genasi (Sylph)

Genasi are elves attuned to the elements. As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Electric Resistance. You have resistance to electricity damage.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
  • Mingle with the Wind. You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi (Oread)

Genasi are elves attuned to the elements. As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how much they bathe. Others are as shiny as polished gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

  • Ability Score Increase. Your Strength score increases by 1.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Merge with Stone. You learn Pass Without Trace and Meld Into Stone and can cast each spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi (Ifrit)

Genasi are elves attuned to the elements. As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Many are accompanied by the faint scent of smoke.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast Burning Hands once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi (Undine)

Genasi are elves attuned to the elements. The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you flighty.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Cold Resistance. You have resistance to cold damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.
  • Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Gnome

Gnome Features

  • Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
  • Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
  • Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
  • Languages. You can read, speak, and write Common and Gnomish.

Forest Gnome

  • Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
  • Fade Out Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
  • Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with small or smaller beasts.
  • Animal Friend. You gain proficiency in the Animal Handling skill.
  • Animal Magic. You learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Rock Gnome

  • Artificer's Lore. Whenever you make an Intelligence check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
  • Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can create or repair 3 such devices as a part of a long rest or one as a part of a short rest. When you create a device, choose one of the following options:
  • Cantrips. You learn Mending and one cantrip of your choice from the artificer spell list. Intelligence is your spellcasting ability for these spells.
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
  • Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
  • Calculator: This device makes doing sums easy.
  • Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
  • Timekeeper: This pocket watch keeps accurate time.
  • Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour
  • At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Half-Elf Features

Source: Player's Handbook

Half-elf features. Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Half-Elf Features

Source: Player's Handbook Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Half-Elf Features

Source: Player's Handbook

  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
  • Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
  • Size. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your elven heritage, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. You can read, speak, and write Common, Elven, and one language of your choice.

Half-Orc

I am considering removing half-orcs from the game and instead have orc be a playable race with the same rules.

When alliances between humans and orcs are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Half-orcs are often children of tragedy and war and sometimes abandoned soon after birth. This means that many half-orcs parented by humans grow up in military or religions institutions. Such an upbringing gives the half-orc a role in society, and acceptance as long as he sticks to that role. Not all half-orcs are raised this way and have a regular upbringing among orcs, human barbarians, or civilized human society. These half-orcs often face prejudice.

Source: Player's Handbook

Half-Orc Features

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
  • Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Orc Rush. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Halfling

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

Halflings assimilate easily into other cultures, generally taking farming, gardening, or servant roles. The servant role has expanded into administrative tasks, turning halflings into bankers and governors. Some shipowners hire halfling crews, as they take up less space even if they eat almost as much.

Halfling Features

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
  • Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
  • Speed. Your base walking speed is 25 feet.
  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
  • Brave. You have advantage on saving throws against being frightened.
  • Nimble. You can move through the space of any creature that is of a size larger than yours.
  • Surreptitious: You have proficiency in the Stealth skill.
  • Languages. You can speak, read, and write Common and Halfling. Halfling is a mixture of Gnome and Common, hard to understand for those who speak either language unless the halfling takes an effort to speak clearly.
  • Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. Moving through the space of other creatures does not cost you any extra movement.
  • Ever Hospitable.You gain proficiency in Brewer's Tools or Cook's Utensils.

Lightfoot Halfling

The most common type of halfling, and the kind that gets along the best with other races, humans in particular. Source: Player's Handbook

  • Ability Score Increase. Your Charisma score increases by 1.
  • Master Chef.Whenever you roll an ability check involving Brewer's Tools or Cook's Utensils, you have advantage.
  • Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

Stout Halfling

Source: Player's Handbook Stout halflings are stockier than other halflings, weighing about 10 lbs more. They sometimes grow beards, and generally resemble their dwarven friends in both abilities and manners. They are gruffer than most halflings, respected but not as much liked as lightfoots.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.

Tallfellow

Tallfellows are slightly taller than other halflings but slender and in the same weight range. They get along well with elves, but others may think they are otherworldly or distant. They are fascinated by and get along with elves.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Learned. Gain proficiency in one of the following skills: Arcana, History, Nature, Performance, Persuasion, Religion, or any one set of tools.