Bareris' guide to people Welcome traveler to the worlds of Dungeons and Dragons! In these many and varied lands, you will encounter a vast number of peoples and races, from the adaptable Humans to the sturdy Dwarves, the noble Elves to the fierce Dragonborn. This guide aims to help introduce you to these races and make your choices of race quicker and simpler. Once again, welcome to Dungeons and Dragons! Sources The races mentioned in this guide are detailed more firmly and officially in various texts - the Player's Handbook (PHB), the Sword Coast Adventurer's Guide (SCAG), the Elemental Evil Player's Companion (EE), the Dungeon Master's Guide (DMG), even one written in Unearthed Arcana (UA)! All of these races will be presented with the book and page number they come from, to help you share and show your choice with your fellow players. A Quick Precis A very brief summary of each of the races' strengths and styles. It is worth noting, your DM may not allow some races in their game, as they may have made a world that does not have Demons for the Tieflings to descend from, or perhaps the Elves have permanently left this world. Check with your DM as to what they accept in their world, and be ready to negotiate cosmetic changes or even to choose a different race if it is necessary! Humans - Flexible in all attributes, though lacking the iconic features of other races. Any alignment, any bonuses, suitable to most choices if chosen correctly. Dwarves - Tough, well-built for heavy armor and surviving. They have a number of features built around darkness and knowledge of crafts and tools. Elves - Nimble, perceptive, long-lived. They have strong features that best suit indirect approaches, whether shooting spells or arrows. Halflings - Small, nimble, lucky. Well suited to the sneakier side of things, but can also stand directly against their foes be they ever so big and scary. Dragonborns - Strong and silver-tongued, these scaled beasts can breath one of acid, lightning, fire, poison or coldness, and resist it too. Gnomes - Clever, cunning, and with plenty of hidden tricks, whether sparking illusions and hearing the whispers of creatures, or creating gadgets to assist them. Half-Elves - Charming diplomats between the two worlds, with some of the Human's flexibility and some of the elves' fey abilities, and all of both's love of freedom . Half-Orcs - Strong, tough, and scary, these tusked people can endure the fiercest assaults - and dish it out in turn. Their temper and heritage tends to leave them unwelcome. Tieflings - Despite their charm and intelligence, these descendants of demon-worshipping Humans are equally unwelcome, despite their useful resistance to fire and occasional demonic magics. Aarakocra - Nimble and wise bird people, able to leap to the air when unencumbered and slash at their foes with sharpened talons. Genasi - Descendants of powerful elementals, these people are as tough as the world around them, with a wide variety of abilities depending on which element surges through them. Goliath - Strong, tough, and able to shrug off injury, these towering people can move vast weights, run long distances and survive on the highest mountains. Aasimar - Descendants of Celestials, these charming and wise beings can display minor feats of divinity, from resisting holy and unholy energies to conjuring light and healing naturally. Just don't expect them all to be saintly. Minotaurs - Strong conquerers, who can charge into a fight, knocking enemies prone with attacks, and whom always know where they've been. A word to the wise Even for those who have played Roleplaying games all their lives, it is easy to get bogged down in the mechanics, thinking "There's no point chosing that race, they don't synergise with my playstyle". Don't fall for this! If you wish to make a mechanically powerful build, go right ahead! But don't dismiss the fun you may have in 'unsuitable' builds. If you wish to play a Tiefling Barbarian, whose rages are demonic bouts of fire? Go right ahead! Talk to your DM, see if they might even reskin some of your abilities with more fire or screams of Abyssal. You wish to be a Half-Orc bard, trying to sing of good deeds and spread a better reputation for their largely evil race, whether sincere or not? You do that. A lot of fun in D&D comes from making it memorable for years to come, and some of that comes from fun characters who shape the world around them. Goliath Clerics, Dwarvish Sorcerers, Dragonborn Warlocks - all 'unsuitable' but with plenty of opportunity for fun. Equally, if you wish to be an optimised Gnomish Wizard or Elvish rogue, go right ahead and enjoy your character, your game and your world!

The Races Humans (PHB 29) Humans are a broad and varied race, with a fraction the life-span of the Dwarves, Elves or greater creatures of the worlds. Reaching maturity in their late teens, they are driven to create, expand and improve within their decades of life, and raise great cities and spread throughout the lands. Physically, they vary around 5 to 6 feet of height, and 125 to 250 pounds of weight. Their skin, whilst monochromatic, will vary from onyx black to snow white, with yet more variety of hair colour and style. Traces of other races in their ancestry may even be plainly visible, leaving room for yet further variety in appearances. Often ambitious, Humanity is split across hundreds of clans and cultures, with great variety of expected appearances, ethics and moralities across them. Influences from other races and cultures, or even words and expressions, are not uncommon. Human Traits Humans vary widely across the spectrum, though all humans have these traits: Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read and write Common and one other language of your choice. Subrace. Two varieties of Humans are found among the worlds of D&D, though no-one in world has noticed this to put words to the notion. They are referred to below as 'Core' and 'Variant'. Choose one of these subraces. Core Human Ability Score Increase. Your ability scores each increase by 1. Variant Human Ability Score Increase. Two different ability scores of your choice increase by 1. Skills. You gain proficiency in one skill of your choice. Feat. You gain one feat of your choice. Dwarves (PHB18) Whether living in a rich, carved city within mountains, or working their trades amongst the other races, Dwarves are formidable fighters, craftsdwarves and friends. After reaching maturity around 50 years, Dwarves can learn a wide variety of skills over their 300 to 400 years lifespans. Underestimate them at your peril. Standing noticeably short at 4 to 5 feet tall, they are so broad and compact they can weigh as much as a Human, averaging around 150 pounds. Their skin always seems to carry the earth with them, ranging from deep brown to a paler but ruddy complexion. Their hair is often long and thick and dark, with blacks and browns and reds being common, though grey is not uncommon as well. Beards are often a prized affectation for male Dwarves. Following in their culture's traditions and laws is second-nature to most Dwarves, and they often make for warm and honourable friends - should you happen to live long enough to earn their trust. Dwarf Traits Dwarves have a assortment of inborn abilities, their birthright amongst the stone and darkness: Size. Your size is medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. Dwarven Resilience. You have advantage on saving throws against poison, and resistance against poison damage. Dwarven Combat Training. You have proficiency with the Battleaxe, Handaxe, Light Hammer and Warhammer. Tool Proficiency. You gain proficiency with your choice of one of these artisan's tools: Smith's tools, Brewer's supplies, or Mason's tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origins of stonework, you are considered proficient in the History skill and can add double your proficiency bonus to the check rather than your normal proficiency bonus. Languages. You can speak, read and write Common and Dwarvish. Subrace. Three main subraces of dwarves populate the worlds of D&D: Hill Dwarves, Mountain Dwarves and Gray Dwarves (Duergar). Choose one of these subraces. Hill Dwarf Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Dwarven Toughness. You gain additional maximum hit points equal to your level. Mountain Dwarf Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Dwarven Armour Training. You have proficiency with Light and Medium armour. Gray Dwarves (Duergar) (SCAG 104) Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Superior Darkvision. Your Darkvision has a radius of 120 feet instead. Extra Language. You can speak, read and write Undercommon. Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralysed. Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once, using only the enlarge option. When you reach 5th level, you can also cast the invisibility spell on yourself once. You do not need material components for either spell, you cannot cast them whilst in direct sunlight (though sunlight has no effect on them once cast) and you regain the ability to cast these when you finish a long rest. Intelligence is your spellcasting ability for these spells. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you or the focus on your attention are in direct sunlight.

Elves (PHB 21) A magical people of ethereal beauty and otherworldly grace, seemingly both youthfully spirited yet filled with ancient wisdom, Elves are a race to aspire to. Whilst they reach physical maturity around the same age as Humans, their understanding of adulthood as an emotional and intellectual process means most Elves only claim their adulthood and adult names around age 100, and they strive to improve and learn throughout their 700 to 800 year lifespans. Standing much the same height of Humans at 5 to 6 feet, they are rarely anything but slender in build. As well as the monochromatic skin tones of the Humans, their skin may attain hues of copper, bronze, or even a bluish-white. Their hair also may be the colour of fresh leaves or a clear sky, and their eyes are pools of liquid silver or gold, though they cannot grow facial hair. Focusing on spiritual growth, Elves are free spirited and often kindly, though the vicious Drow Elves of the Underdark shirk this tendancy for their own advantage. Elf Traits Elves have a number of abilities, tied to their fey heritage and nature focus: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply for 4 hours a day, remaining semiconscious, in a 'Trance'. This is as restful as a Human taking 8 hours sleep, and you can even 'dream' to some extent. Languages. You can speak, read and write Common and Elvish. Subrace. Four main subraces of elves populate the worlds of D&D: High elves, Wood elves, Dark elves (Drow), and Eladrin. Choose one of these subraces. High Elf Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow and longbow. Cantrip. You learn one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Extra Language. You can speak, read and write one extra language of your choice. Wood Elf Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, 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 only lightly obscured, so long as you are lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Dark Elf (Drow) Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Superior Darkvision. Your Darkvision has a radius of 120 feet instead. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you or the focus on your attention are in direct sunlight. Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once. When you reach 5th level, you can also cast the darkness spell once. You regain the ability to cast these when you finish a long rest. Charisma is your spellcasting ability for these spells. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Eladrin (DMG 286) Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow and longbow. Fey Step. You can cast the misty step spell once using this trait. You regain the ability to cast this spell when you finish a short or long rest. Halflings (PHB 26) Cheerful, loyal, lucky, and able to find contentment in the simple things - Halflings lead a life to be desired. They reach maturity around age 20, and can happily live to around 150 years, filled with good cheer and satisfaction with each day well spent in their peaceful communities. Standing only 3 feet tall, they are (marginally) shorter even than the Gnomes, and at 40 to 45 pounds in weight they could be easily overlooked. Their skin varies from a tan brown to a red-tinted ruddy complexion, and their hair is usually as brown as their eyes. Just as they are simple and practical in their clothing, foppish beards and mustaches are rare, though sideburns are a common sight. All around, they are good hearted, unassuming of others, and very willing to work in communities and with the rules thereof. Halfling Traits Halflings have many abilities, revolving around their sneakiness and surprising lucky fortunes: Size. 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 dice and must use the new roll. Brave. You have advantage on saving throws against being frightened. Halfling Nimbleness. You can move through the space of any creature that has a larger size than yours. Languages. You can speak, read and write Common and Halfling. Subrace. Three main subraces of halflings populate the worlds of D&D: Lightfoots, Stouts, and Ghostwises. Choose one of these subraces.

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Stout Halfling Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Ghostwise Halfling (SCAG 110) Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Dragonborn (PHB 32) Driven to succeed, to prove themselves worthy and bring honour to their clan, a Dragonborn's life is tough. Quickly growing to adulthood at 15, they spend their 80 years of life learning, working and fighting for their clan. Standing 6 to 7 feet tall, their heavy musculature and dense build weighs in at 250 to 300 pounds. Lacking their ancestor's wings or tail, they nonetheless have talon-like hands with three fingers and a thumb, and sport a 'skin' of small, fine scales. These scales vary in colour from brass or bronze to scarlet, rust, gold or copper-green, and clans with strong claims to a particular draconic ancestry can have scales of the same colour as their ancestor - bright reds, greens, blues, lustrous whites and blacks, or gleaming metallic gold, silver, brass, copper or bronzes. Driven as they are by commitment to their clans, Dragonborn tend to have strong notions of honour and proper conduct. Dragonborn Traits Dragonborn traits tend to centre around their physical prowess and the physical legacy of their draconic ancestors: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read and write Common and Draconic. Draconic Ancestry. The subraces of the Dragonborn are their Ancestry. Choose one type of Dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the Dragon type as shown in the table. Draconic Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. Line (Dex. save) Blue Lightning 5 by 30 ft. Line (Dex. save) Brass Fire 5 by 30 ft. Line (Dex. save) Bronze Lightning 5 by 30 ft. Line (Dex. save) Copper Acid 5 by 30 ft. Line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1. Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of this exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw of the type specified for your ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, or half as much on a successful save. This damage increases by +1d6 at 6th level, 11th level, and 16th level. After you use your breath weapon, you must complete a short or long rest before you can use it again. Damage Resistance. You have resistance to the damage type associated with your Draconic Ancestry. Gnomes (PHB 35) Busy, energetic, excitable, curious - the Gnomes are a hotbed of mental and physical activity. Despite maturing at the same rate as Humans, they are only expected to 'settle down' into adult life around age 40, and can easily pack their 350 to 500 years of life full of pranks and puns, inventions and innovations, enjoying the wonders of life all the way. Standing 3 to 4 feet tall and weighing 40 to 45 pounds, they are scarcely bigger than the Halflings, but it is far easier to notice a Gnome in the room. Their tan or brown skinned faces are often split with big smiles and bigger noses, their bright eyes shine with excitement, and their fair hair has a tendancy to stick out in all directions. Beards, on the other hand, are often carefully manicured into esoteric forks and points, and their clothes are exotically decorated, gleaming with jewels and laden with patterns and accessories. Good natured to a fault, the Gnomes elsewise wander a broad spectrum of ethics, from scholarly inventors to tricksters full of wanderlust. Gnome Traits The abilities of the gnomes tend to reflect their cunning and aid in their mentally vigorous lives: Size. Your size is small. Speed. Your base walking speed is 25 feet. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey.

Gnome Cunning. You have advantage on all Intelligence, Wisdom and Charisma saving throws. Languages. You can speak, read and write Common and Gnomish. Subrace. Three main subraces of gnomes populate the worlds of D&D: Forest Gnomes, Rock Gnomes, and Deep Gnomes (Svirfneblin). Choose one of these subraces. Forest Gnome Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1. Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Rock Gnome Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1. Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus instead of any proficiency bonus you normally apply. Tinker. You have proficiency with tinker's tools. In addition to their normal uses, you can spend 1 hour and 10 gp worth of materials using these tools 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 have upto three such devices active at a time. When you create a device, choose one of the following options: 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. Deep Gnome (Svirfneblin) (SCAG 115 or EE 5) Unlike an average Gnome, Deep Gnomes or Svirfneblin are darker skinned, bigger and bulkier. They're adapted to the twisted and perilous Deep Dark, but this has a toll on their health compared to their fair cousins who dwell on the benevolent surface. Svirfneblin weigh 80 to 120 pounds, reaching maturity at 25 and living 200 to 250 years. Whilst still as curious and daring as any gnome, they are also dour and serious. Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1. Superior Darkvision. Your Darkvision has a radius of 120 feet instead. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. Extra Language. You can speak, read and write Undercommon. Deep Gnome Feat The deep gnome character has the option of taking the following feat whenever it can take a feat. Svirfneblin Magic Prerequisite: Gnome (Deep Gnome) You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells. Half-Elves (PHB 38) Silver-tongued and adaptable, possessing both Elven grace and Human ambition, the Half-Elves find themselves walking both paths but belonging to neither. They mature in 20 years like their Human counterparts, alienating them from Elven children who will still be learning and developing until their first century, but a Half-Elf will also live to 180, meaning they must watch their Human friends pass away in the prime of their lives. At 5 to 6 feet tall and weighing 100 to 180 pounds, they physically resemble both their parent races, though lacking both Elvish slenderness and Human breadth. With their ability to grow beards like their Human ancestors, their solid silver or gold eyes of their Elvish parents, and their skin colours ranging across the full range of both parents, they show variety yet more pronounced than either race. About the only consistent thing that can be said about a Half-Elf is that they often share their Elvish parent's free-willed approach to life, though exactly how they express it is, as usual for the Half-Elf, highly individual. Half-Elf Traits The Half-Elf share some qualities with Elves, but have some that are entirely unique to their own race: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Languages. You can speak, read and write Common, Elvish, and one extra language of your choice. Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. Subraces (SCAG 116). There are no strict subraces for Half-elves, but some can have stronger traits from their elvish parent. Choose one of the following: Core Half-Elf Half-Elves as written in the PHB. Skill Versatility. You gain proficiency in two skills of your choice.

Wood Half-Elf Wood Elf's trait. You can choose one of the following Wood Elf traits: Elf Weapon Training, Fleet of Foot, or Mask of the Wild. Moon Half-Elf Moon Elf's trait. You can choose one of the following Moon Elf traits: Elf Weapon Training, or Cantrip. Drow Half-Elf Drow Elf's trait. You can choose the following Drow Elf trait: Drow Magic. Aquatic Half-Elf Aquatic Elf's trait. You can choose a swimming speed of 30 feet. Half-Orcs (PHB 40) Savage, shunned and highly emotional, Half-Orcs are a powder keg just waiting for the next fearful whisper, thrown tankard, or fit of boredom. Coming from a fast breeding battle race such as Orcs, they mature a little faster than Humans at age 14, age noticeable faster, and rarely live past 75. They suffer the racial divide like Half-Elves, but where Half-Elves experience existential woes, Half-Orcs suffer from crippling fury and the fear and hatred of others. Bigger and bulkier than their Human ancestors, Half-Orcs stand 6 to 7 feet tall and weigh between 180 and 250 pounds. With the Orcish gray skin, sloping foreheads, jutting jaws, prominent teeth and towering builds, they are hard to mistake for anything save possibly an Orc. If they have spent any time amongst Orcs, they may be covered in scars ranging from proud battle scars to humiliating wounds of defeat. Their Orcish heritage and quickened blood rarely results in a quiet and rule-abiding Half-Orc, and the quietened whispers of Gruumsh still softly urge them towards selfish and vicious acts, though some Half-Orcs can rise above this. Half-Orc Traits The Half-Orc has certain traits from their Orcish ancestry, favouring physical endurance and ferocity: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. 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. Languages. You can speak, read and write Common and Orc. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Tieflings (PHB 42) Demonic in appearance, feared by the general populous and with a few inherent abilities of an unholy nature, it is easy to see why Tieflings suffer from their heritage. Despite their fiendish appearances from their demon-worshipping ancestors, they live at the same rate as those Human ancestors, possibly living a few years longer. Whilst they have roughly the same height and weight as a Human, their appearances have yet greater variety than even that race. Horns from small to large, whether curled like a ram or straight and tall, some spiralling upwards. Their tails are thick, 4 to 5 feet long, whether straight or forked. Sharp teeth, some with forked tongues, some with catlike eyes or eyes solid black, red, white, silver or gold. Their skin can be as if a Human's, or can be reds, purples or dark blue, or even leathery or scaled. Their hair cascades from behind their horns, usually a dark shade such as black, red, blue or purple. Some even have six fingers, or goat legs, or cast no shadow! Whilst the exact demon lord their ancestors made pacts with affects their appearance, none of these demons hold any sway over the Tiefling's minds. The fear and hatred of others, however, may drive some to vicious crime, stoic indifference, or fervent piety and charity, and certainly few let themselves be bound by the spiteful demands of the fearful peoples around them. Tiefling Traits A Tiefling's exact traits can vary heavily depending on which demon lord beget them, but all can be said to have some demonic qualities: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read and write Common and Infernal. Subraces (SCAG 118). Whilst individual Tieflings have clear and defineable heritages, they nonetheless have a great variety in the exact powers and abilities bestowed upon them. Choose one of the Ability Score Increases and one of the Legacies listed below. Ability Score Increases Core (As written in the PHB). Your Charisma score increases by 2, and your Intelligence score increases by 1. Feral. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Legacies Infernal Legacy (As written in the PHB). You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once as a 2nd level spell. Once you reach 5th level, you can also cast the darkness spell once. You regain the ability to cast these spells when you finish a long rest. Charisma is your spellcasting ability for these spells. Devil's Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell once as a 2nd level spell. When you reach 5th level, yu can cast the enthrall spell once. You regain the ability to cast these spells when you finish a long rest. Charisma is your spellcasting ability for these spells. Hellfire. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once as a 2nd level spell. Once you reach 5th level, you can also cast the darkness spell once. You regain the ability to cast these spells when you finish a long rest. Charisma is your spellcasting ability for these spells. Winged. You have bat-like wings sprouting from your shoulder-blades. You have a flying speed of 30 feet. Aarakocra (EE 3) Hailing from the Elemental Plane of Air, the Aarakocra are a rare sight. Though from a distance they simply appear as large birds, up close they are clearly intelligent humanoid birdfolk, wearing clothing and wielding crafted weapons. Quick in all respects, they reach maturity by age 3 and rarely live longer than 30 years. Thin and lightweight as the birds they resemble, Aarakocra might reach 5 feet in height and weigh 80 to 100 pounds. They are covered in feathers, with the males displaying bright reds, oranges or yellow plumage wheras the females might have more subdued browns or grays. Their heads are also avian, appearing like a parrot or eagle with some variance depending on their tribe, and their attitudes definitely carry something of the birds with them. Protectors of good in their Elemental homeplane, they elsewise can be very flexible, from orderly tribal leaders and warriors to explorers and adventurers with little understanding of ownership or property. Aarakocra Traits Aarakocra's strengths lie mostly in their avian physique, from their speed to their ferocity: Size. Your size is medium. Speed. Your base walking speed is 25 feet. Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armour. Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. Languages. You can speak, read and write Common, Aarakocra, and Auran. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Genasi (EE 7) Offspring of an Elemental being with a mortal, the Genasi are a sight to behold. They resemble both their humanoid and their elemental parents, and so often catch the eye. Maturing at the same rate at Humans in their late teens, they can often live to 120 years. In silhouette, the Genasi most resemble their mortal parent, possibly even possessing some iconic features - pointed Elven ears, thicker frame and hair from a Dwarf, large Gnomish eyes. Their elemental heritage is plain to the eye as well, with skin shades to match the elements (red, green, gray and blue) and either lighter or heavier builds (for the air and fire or earth and water Genasi respectively) than their mortal equivalents. Possessing of their elemental parent's self-assurance and distance from the mortal world, they tend towards a neutral outlook on life and civilisation. Genasi Traits The strengths of a Genasi strongly depend on their heritage, and little can be said of them in general: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read and write Common and Primordial. Subraces. Four main subraces of Genasi populate the worlds of D&D: Air Genasi, Earth Genasi, Fire Genasi, and Water Genasi. Choose one of these subraces. Air Genasi Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1. Unending Breath. You can hold your breath indefinitely while you're not incapactiated. Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components. You regain the ability to cast this spell when you finish a long rest. Constitution is your spellcasting ability for this spell. Earth Genasi Ability Score Increase. Your Constitution score increases by 2, and 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 can cast the pass without trace spell once with this trait, requiring no material components. You regain the ability to cast this spell when you finish a long rest. Constitution is your spellcasting ability for this spell. Fire Genasi Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell once as a 1st level spell. You regain the ability to cast this spell when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Acid Resistance. You have resistance to acid 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 as a 2nd level spell. You regain the ability to cast this spell when you finish a long rest. Constitution is your spellcasting ability for these spells. Goliaths (EE 10) Though far from the lofty heights of the Giants, Goliaths are a towering, powerful presence. Wandering the highest mountain peaks, their world is one of rock, wind, and cold. Entering adulthood in their late teens like the Humans, they rarely live to see their first century, and seeing an elderly Goliath is rare due to their attitude of 'Survival of the Fittest'. Standing 7 to 8 feet tall and weighing 280 to 340 pounds, these beings almost look as if smoothly hewn from the rock itself. Powerful both from nature and the demands of their clan, the Goliath is an exceptional member of any team and a dangerous adversary to face. Goliaths define themselves by their contributions to their tribe, and following the rules and precepts of the wisest member is an obvious action. Their sense of fair play and personal responsibility, however, can manifest itself in indifference to both the good and wicked. Goliath Traits Goliaths know well how to leverage their inherent strength and personal determination to achieve their goals: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Natural Athlete. You have proficiency in the Athletics skill. Stone's Endurance. You can focus yourself to occasional shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Languages. You can speak, read and write Common and Giant. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Aasimar (DMG 286) Appearing as glorious Humans, each with a flawless physique, piercing eyes and natural beauty, the descandants of celestial beings have it far easier than the Tieflings they mirror. Maturing in their late teens like Humans, living maybe a few years longer, they often try to pass themselves off as Humans to avoid drawing attention to their celestial heritage. Standing as tall and weighing as much as a fit and able Human, they reap the social benefits (and occasional drawbacks) of their beauty, and their celestial heritage gives them a few neat tricks to help survive in tricky situations. Whilst their attitudes towards society and its rules largely depends on the individual, their celestial heritage tends to polarise their attitudes towards morality - many try to right wrongs and defend goodness on the material plane, but some violently reject this imagined role to claim their own 'rightful' place - above the lesser people around them. Aasimar Traits Size. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Within 60 feet of you, you see in dim light as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait. Once you reach 5th level, you can also cast the daylight spell once with this trait as a 3rd level spell. You regain the ability to cast these spells when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages. You can speak, read and write Common and Celestial. Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Minotaurs (UA) (Warning! Unearthed Arcana, whilst released by Wizards of the Coast, is considered playtest material and may be imbalanced. Check with your DM before planning a UA character!) Muscular, stocky, and horned, the Minotaur is a perfect example in arrogant, primal power. Experienced sea raiders in a gladiatorial society, for Minotaurs the only way to raise their station is by combat and supremacy. Standing over 6 feet tall and weighing around 300 pounds, these furred creatures are anything but dumb animals. A vicious combination of strength, cunning and intellect are the foundation for the Minotaur's notion of greatness, and few Minotaurs survive long without these traits. Whilst brutal and disdainful of their enemies and the weak, Minotaurs nonetheless believe in a strict code of honour and are unflinching supporters of their allies. Minotaur Traits Minotaur rely on their strength, cunning and intellect to succeed, as their allies and enemies well know: Size. Your size is medium. Speed. Your base walking speed is 30 feet. Conqueror's Virtue. From a young age, you focused on one of the three virtues of strength, cunning or intellect. Your choice of Strength, Intelligence or Wisdom score increases by 1. Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action on your turn, you can melee attack once with your horns as a bonus action.